696 lines
15 KiB
C++
696 lines
15 KiB
C++
/*
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* Copyright (c) 2016-2022 Vera Visions LLC.
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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enumflags {
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SF_MOV_OPEN,
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SF_MOV_RESERVED1,
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SF_MOV_UNLINK, /* TODO: implement this */
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SF_MOV_PASSABLE,
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SF_MOV_RESERVED2,
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SF_MOV_TOGGLE,
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SF_MOV_RESERVED3,
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SF_MOV_RESERVED4,
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SF_MOV_USE
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};
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enum
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{
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DOORSTATE_RAISED,
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DOORSTATE_LOWERED,
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DOORSTATE_UP,
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DOORSTATE_DOWN
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};
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/*!QUAKED func_door (0 .5 .8) ? SF_MOV_OPEN x SF_MOV_UNLINK SF_MOV_PASSABLE x SF_MOV_TOGGLE x x SF_MOV_USE
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# OVERVIEW
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This sliding door entity has the ability to slide forth and back on any
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axis. It is often used for primitive elevators as well.
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# KEYS
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- "targetname" : Name
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- "target" : Target when triggered.
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- "killtarget" : Target to kill when triggered.
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- "speed" : Movement speed in game-units per second.
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- "lip" : Sets how many units are still visible after a door moved.
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- "delay" : Time until triggering target.
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- "wait" : When to move back.
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- "netname" : Target to trigger when door returns to its initial position.
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- "dmg" : Damage to inflict upon anything blocking the way.
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- "snd_open" : Sound shader to play for when the door opens.
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- "snd_close" : Sound shader to play for when the door closes.
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- "snd_stop" : Sound shader to play for when the door stops moving.
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- "movesnd" : Legacy integer value pointing to a predefined move sound.
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- "stopsnd" : Legacy integer value pointing to a predefined stop sound.
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- "forceclosed": Will make sure the door will not bounce back when something is blocking it
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# SPAWNFLAGS
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- SF_MOV_OPEN : Swaps the positions between raised and lowered state.
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- SF_MOV_UNLINK : Currently unimplemented.
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- SF_MOV_PASSABLE : Don't test against any collision with this door.
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- SF_MOV_TOGGLE : Door cannot be opened by physical means, only by a trigger.
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- SF_MOV_USE : Players can press the "use" button/key to activate this door.
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# NOTES
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The keys "movesnd" and "stopsnd" are obsolete. Their values point towards
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the samples doors/doormoveX.wav and doors/doorstopX.wav respectively, where
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X is the integer value set in "movesnd" and "stopsnd".
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# TRIVIA
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This entity was introduced in Quake (1996).
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*/
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class
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func_door:NSRenderableEntity
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{
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public:
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void func_door(void);
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virtual void Spawned(void);
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virtual void PortalOpen(void);
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virtual void PortalClose(void);
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virtual void SetMovementDirection(void);
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virtual void MoveToDestination(vector, void(void) func);
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virtual void MoveAway(void);
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virtual void MoveBack(void);
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virtual void Arrived(void);
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virtual void Returned(void);
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virtual void Respawn(void);
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virtual void Trigger(entity, int);
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virtual void Blocked(entity);
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virtual void Touch(entity);
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virtual void PlayerUse(void);
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virtual void Save(float);
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virtual void Restore(string, string);
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virtual void SpawnKey(string, string);
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virtual void Input(entity, string, string);
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private:
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string targetClose;
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vector m_vecPos1;
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vector m_vecPos2;
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vector m_vecDest;
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vector m_vecMoveDir;
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float m_flSpeed;
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float m_flLip;
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float m_iState;
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float m_flNextTrigger;
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float m_flWait;
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float m_flDelay;
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int m_iDamage;
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int m_iLocked;
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int m_iPortalState;
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int m_iForceClosed;
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bool m_iCanTouch;
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float m_flSoundWait;
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string m_strLockedSfx;
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string m_strUnlockedSfx;
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string m_strSndOpen;
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string m_strSndClose;
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string m_strSndMove;
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string m_strSndStop;
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};
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void
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func_door::func_door(void)
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{
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m_vecPos1 =
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m_vecPos2 =
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m_vecDest =
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m_vecMoveDir = [0,0,0];
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m_flSpeed =
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m_flLip =
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m_iState =
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m_flNextTrigger =
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m_flWait =
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m_flDelay = 0.0f;
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m_iDamage =
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m_iLocked =
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m_iPortalState =
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m_iForceClosed = 0;
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m_iCanTouch = false;
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m_flSoundWait = 0.0f;
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targetClose =
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m_strLockedSfx =
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m_strUnlockedSfx =
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m_strSndOpen =
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m_strSndClose =
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m_strSndMove =
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m_strSndStop = __NULL__;
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}
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void
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func_door::Save(float handle)
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{
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super::Save(handle);
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SaveVector(handle, "m_vecPos1", m_vecPos1);
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SaveVector(handle, "m_vecPos2", m_vecPos2);
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SaveVector(handle, "m_vecDest", m_vecDest);
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SaveVector(handle, "m_vecMoveDir", m_vecMoveDir);
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SaveFloat(handle, "m_flSpeed", m_flSpeed);
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SaveFloat(handle, "m_flLip", m_flLip);
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SaveFloat(handle, "m_iState", m_iState);
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SaveFloat(handle, "m_flNextTrigger", m_flNextTrigger);
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SaveFloat(handle, "m_flWait", m_flWait);
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SaveFloat(handle, "m_flDelay", m_flDelay);
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SaveFloat(handle, "m_flSoundWait", m_flSoundWait);
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SaveInt(handle, "m_iDamage", m_iDamage);
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SaveInt(handle, "m_iLocked", m_iLocked);
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SaveInt(handle, "m_iPortalState", m_iPortalState);
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SaveInt(handle, "m_iForceClosed", m_iForceClosed);
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SaveString(handle, "m_strLockedSfx", m_strLockedSfx);
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SaveString(handle, "m_strUnlockedSfx", m_strUnlockedSfx);
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SaveString(handle, "m_strSndOpen", m_strSndOpen);
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SaveString(handle, "m_strSndClose", m_strSndClose);
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SaveString(handle, "m_strSndStop", m_strSndStop);
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SaveString(handle, "m_strSndMove", m_strSndMove);
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SaveString(handle, "targetClose", targetClose);
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}
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void
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func_door::Restore(string strKey, string strValue)
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{
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switch (strKey) {
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case "m_vecPos1":
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m_vecPos1 = ReadVector(strValue);
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break;
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case "m_vecPos2":
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m_vecPos2 = ReadVector(strValue);
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break;
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case "m_vecDest":
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m_vecDest = ReadVector(strValue);
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break;
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case "m_vecMoveDir":
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m_vecMoveDir = ReadVector(strValue);
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break;
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case "m_flSpeed":
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m_flSpeed = ReadFloat(strValue);
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break;
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case "m_flLip":
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m_flLip = ReadFloat(strValue);
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break;
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case "m_iState":
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m_iState = ReadFloat(strValue);
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break;
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case "m_flNextTrigger":
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m_flNextTrigger = ReadFloat(strValue);
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break;
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case "m_flWait":
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m_flWait = ReadFloat(strValue);
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break;
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case "m_flDelay":
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m_flDelay = ReadFloat(strValue);
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break;
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case "m_flSoundWait":
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m_flSoundWait = ReadFloat(strValue);
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break;
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case "m_iDamage":
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m_iDamage = ReadInt(strValue);
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break;
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case "m_iLocked":
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m_iLocked = ReadInt(strValue);
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break;
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case "m_iPortalState":
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m_iPortalState = ReadInt(strValue);
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break;
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case "m_iForceClosed":
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m_iForceClosed = ReadInt(strValue);
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break;
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case "m_strLockedSfx":
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m_strLockedSfx = ReadString(strValue);
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break;
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case "m_strUnlockedSfx":
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m_strUnlockedSfx = ReadString(strValue);
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break;
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case "m_strSndOpen":
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m_strSndOpen = ReadString(strValue);
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break;
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case "m_strSndClose":
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m_strSndClose = ReadString(strValue);
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break;
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case "m_strSndStop":
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m_strSndStop = ReadString(strValue);
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break;
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case "m_strSndMove":
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m_strSndMove = ReadString(strValue);
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break;
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case "targetClose":
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targetClose = ReadString(strValue);
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break;
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default:
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super::Restore(strKey, strValue);
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}
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}
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void
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func_door::SpawnKey(string strKey, string strValue)
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{
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int x;
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switch (strKey) {
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case "speed":
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m_flSpeed = stof(strValue);
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break;
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case "lip":
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m_flLip = stof(strValue);
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break;
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case "wait":
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m_flWait = stof(strValue);
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break;
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case "netname":
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targetClose = strValue;
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netname = __NULL__;
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break;
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case "dmg":
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m_iDamage = stoi(strValue);
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break;
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case "snd_open":
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m_strSndOpen = strValue;
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break;
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case "snd_close":
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m_strSndClose = strValue;
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break;
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case "noise1":
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m_strSndOpen = m_strSndClose = strValue;
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break;
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case "snd_stop":
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case "noise2":
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m_strSndStop = strValue;
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break;
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case "snd_move":
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m_strSndMove = strValue;
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break;
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case "forceclosed":
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m_iForceClosed = stoi(strValue);
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break;
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/* GoldSrc compat */
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case "movesnd":
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x = stoi(strValue);
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m_strSndOpen = m_strSndClose = sprintf("func_door.move_%i", x);
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break;
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case "stopsnd":
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x = stoi(strValue);
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m_strSndStop = sprintf("func_door.stop_%i", x);
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break;
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case "locked_sound":
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x = stoi(strValue);
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m_strLockedSfx = sprintf("func_button.hlsfx_%i", x+1i);
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break;
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case "unlocked_sound":
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x = stoi(strValue);
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m_strUnlockedSfx = sprintf("func_button.hlsfx_%i", x+1i);
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break;
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default:
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super::SpawnKey(strKey, strValue);
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}
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}
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void
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func_door::Spawned(void)
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{
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super::Spawned();
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if (m_strSndOpen)
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Sound_Precache(m_strSndOpen);
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if (m_strSndClose)
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Sound_Precache(m_strSndClose);
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if (m_strSndStop)
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Sound_Precache(m_strSndStop);
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if (m_strSndMove)
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Sound_Precache(m_strSndMove);
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/* GoldSrc compat */
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if (m_strLockedSfx)
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Sound_Precache(m_strLockedSfx);
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if (m_strUnlockedSfx)
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Sound_Precache(m_strUnlockedSfx);
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}
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void
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func_door::Respawn(void)
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{
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/* reset */
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m_vecPos1 = [0,0,0];
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m_vecPos2 = [0,0,0];
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m_vecDest = [0,0,0];
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m_vecMoveDir = [0,0,0];
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/* this is a terrible hack */
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if (m_flWait == 0)
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m_flWait = 0.01f;
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RestoreAngles();
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SetMovementDirection();
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ClearAngles();
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if (HasSpawnFlags(SF_MOV_PASSABLE))
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SetSolid(SOLID_NOT);
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else
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SetSolid(SOLID_BSP);
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SetMovetype(MOVETYPE_PUSH);
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SetModel(GetSpawnModel());
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SetOrigin(GetSpawnOrigin());
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AddFlags(FL_FINDABLE_NONSOLID);
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ReleaseThink();
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/* FIXME: Is this correct? */
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if (m_flWait == -1) {
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spawnflags |= SF_MOV_TOGGLE;
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}
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if (!m_flSpeed) {
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m_flSpeed = 100.0f;
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}
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if (!m_iDamage) {
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m_iDamage = 2;
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}
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m_iValue = 0;
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m_iState = DOORSTATE_LOWERED;
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m_vecPos1 = GetSpawnOrigin();
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m_vecPos2 = (m_vecPos1 + m_vecMoveDir * (fabs(m_vecMoveDir * size) - m_flLip));
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if (spawnflags & SF_MOV_USE)
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m_iCanTouch = false;
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else
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m_iCanTouch = true;
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if (HasSpawnFlags(SF_MOV_OPEN)) {
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SetOrigin(m_vecPos2);
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m_vecPos2 = m_vecPos1;
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m_vecPos1 = origin;
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m_iValue = 1;
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PortalOpen();
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} else {
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PortalClose();
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}
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if (targetname) {
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m_iLocked = TRUE;
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}
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}
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void
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func_door::Input(entity eAct, string strInput, string strData)
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{
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switch (strInput) {
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case "Open":
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Trigger(eAct, TRIG_OFF);
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break;
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case "Close":
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Trigger(eAct, TRIG_ON);
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break;
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case "Toggle":
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Trigger(eAct, TRIG_TOGGLE);
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break;
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default:
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super::Input(eAct, strInput, strData);
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}
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}
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void
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func_door::PortalOpen(void)
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{
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if (m_iPortalState == 1)
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return;
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m_iPortalState = 1;
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setorigin(this, origin);
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openportal(this, AREAPORTAL_OPEN);
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}
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void
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func_door::PortalClose(void)
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{
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if (m_iPortalState == 0)
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return;
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m_iPortalState = 0;
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setorigin(this, origin);
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openportal(this, AREAPORTAL_CLOSED);
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}
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void
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func_door::PlayerUse(void)
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{
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if (!HasSpawnFlags(SF_MOV_USE))
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return;
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eActivator.flags &= ~FL_USE_RELEASED;
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Trigger(eActivator, TRIG_TOGGLE);
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}
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void
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func_door::Arrived(void)
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{
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SetOrigin(m_vecDest);
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ClearVelocity();
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ReleaseThink();
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m_iState = DOORSTATE_RAISED;
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if (m_strSndStop) {
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Sound_Play(this, CHAN_VOICE, m_strSndStop);
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} else {
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sound(this, CHAN_VOICE, "common/null.wav", 1.0f, ATTN_NORM);
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}
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if (m_strSndMove)
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sound(this, CHAN_WEAPON, "common/null.wav", 1.0f, ATTN_NORM);
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if ((m_flWait < 0.0f) || HasSpawnFlags(SF_MOV_TOGGLE) == true)
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return;
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ScheduleThink(MoveBack, m_flWait);
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}
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void
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func_door::Returned(void)
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{
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SetOrigin(m_vecDest);
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ClearVelocity();
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ReleaseThink();
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if (targetClose)
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for (entity f = world; (f = find(f, ::targetname, targetClose));) {
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NSEntity trigger = (NSEntity)f;
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if (trigger.Trigger != __NULL__) {
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trigger.Trigger(this, TRIG_TOGGLE);
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}
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}
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if (m_strSndStop) {
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Sound_Play(this, CHAN_VOICE, m_strSndStop);
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} else {
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sound(this, CHAN_VOICE, "common/null.wav", 1.0f, ATTN_NORM);
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}
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if (m_strSndMove)
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sound(this, CHAN_WEAPON, "common/null.wav", 1.0f, ATTN_NORM);
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m_iState = DOORSTATE_LOWERED;
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PortalClose();
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}
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void
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func_door::MoveBack(void)
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{
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if (m_strSndClose) {
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Sound_Play(this, CHAN_VOICE, m_strSndClose);
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} else {
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sound(this, CHAN_VOICE, "common/null.wav", 1.0f, ATTN_NORM);
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}
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if (m_strSndMove)
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Sound_Play(this, CHAN_WEAPON, m_strSndMove);
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m_iValue = 0;
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m_iState = DOORSTATE_DOWN;
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MoveToDestination(m_vecPos1, Returned);
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}
|
|
|
|
void
|
|
func_door::MoveAway(void)
|
|
{
|
|
if (m_iState == DOORSTATE_UP) {
|
|
return;
|
|
}
|
|
|
|
if (m_strSndOpen) {
|
|
Sound_Play(this, CHAN_VOICE, m_strSndOpen);
|
|
} else {
|
|
sound(this, CHAN_VOICE, "common/null.wav", 1.0f, ATTN_NORM);
|
|
}
|
|
|
|
if (m_strSndMove)
|
|
Sound_Play(this, CHAN_WEAPON, m_strSndMove);
|
|
|
|
m_iValue = 1;
|
|
m_iState = DOORSTATE_UP;
|
|
MoveToDestination(m_vecPos2, Arrived);
|
|
PortalOpen();
|
|
}
|
|
|
|
void
|
|
func_door::Trigger(entity act, int triggerstate)
|
|
{
|
|
if (GetMaster() == 0)
|
|
return;
|
|
|
|
if (m_flNextTrigger > time) {
|
|
if (HasSpawnFlags(SF_MOV_TOGGLE) == false) {
|
|
return;
|
|
}
|
|
}
|
|
m_flNextTrigger = time + m_flWait;
|
|
|
|
/* only trigger stuff once we are done moving */
|
|
if ((m_iState == DOORSTATE_RAISED) || (m_iState == DOORSTATE_LOWERED)) {
|
|
UseTargets(act, TRIG_TOGGLE, m_flDelay);
|
|
}
|
|
|
|
if (triggerstate == TRIG_OFF) {
|
|
MoveBack();
|
|
} else if (triggerstate == TRIG_ON) {
|
|
MoveAway();
|
|
} else {
|
|
if ((m_iState == DOORSTATE_UP) || (m_iState == DOORSTATE_RAISED)){
|
|
MoveBack();
|
|
} else {
|
|
MoveAway();
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
func_door::Touch(entity eToucher)
|
|
{
|
|
if (m_iCanTouch == false)
|
|
return;
|
|
|
|
if (HasSpawnFlags(SF_MOV_USE) == true)
|
|
return;
|
|
|
|
if (m_iLocked || !GetMaster()) {
|
|
if (m_flSoundWait < time)
|
|
Sound_Play(this, CHAN_VOICE, m_strLockedSfx);
|
|
|
|
m_flSoundWait = time + 0.3f;
|
|
return;
|
|
}
|
|
|
|
if (HasSpawnFlags(SF_MOV_TOGGLE) == true) {
|
|
return;
|
|
}
|
|
|
|
if (eToucher.movetype == MOVETYPE_WALK) {
|
|
if (eToucher.absmin[2] <= maxs[2] - 2) {
|
|
Trigger(eToucher, TRIG_TOGGLE);
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
func_door::Blocked(entity eBlocker)
|
|
{
|
|
if (m_iDamage) {
|
|
Damage_Apply(eBlocker, this, m_iDamage, 0, DMG_CRUSH);
|
|
}
|
|
|
|
if (!m_iForceClosed)
|
|
if (m_flWait >= 0) {
|
|
if (m_iState == DOORSTATE_DOWN) {
|
|
MoveAway();
|
|
} else {
|
|
MoveBack();
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
func_door::SetMovementDirection(void)
|
|
{
|
|
if (GetSpawnAngles() == [0,-1,0]) {
|
|
m_vecMoveDir = [0,0,1];
|
|
} else if (GetSpawnAngles() == [0,-2,0]) {
|
|
m_vecMoveDir = [0,0,-1];
|
|
} else {
|
|
makevectors(GetSpawnAngles());
|
|
m_vecMoveDir = v_forward;
|
|
}
|
|
}
|
|
|
|
void
|
|
func_door::MoveToDestination(vector vecDest, void(void) func)
|
|
{
|
|
vector vecDifference;
|
|
float flTravel;
|
|
float fTravelTime;
|
|
|
|
if (!m_flSpeed) {
|
|
objerror("func_door: No speed defined!");
|
|
return;
|
|
}
|
|
|
|
m_vecDest = vecDest;
|
|
|
|
if (vecDest == origin) {
|
|
ScheduleThink(func, 0.1f);
|
|
ClearVelocity();
|
|
return;
|
|
}
|
|
|
|
vecDifference = (vecDest - origin);
|
|
flTravel = vlen(vecDifference);
|
|
fTravelTime = (flTravel / m_flSpeed);
|
|
|
|
if (fTravelTime < 0.1) {
|
|
ScheduleThink(func, 0.1f);
|
|
ClearVelocity();
|
|
return;
|
|
}
|
|
|
|
ScheduleThink(func, fTravelTime);
|
|
SetVelocity(vecDifference * (1.0f / fTravelTime));
|
|
}
|
|
|
|
void
|
|
func_water(void)
|
|
{
|
|
func_door door;
|
|
spawnfunc_func_door();
|
|
door = (func_door)self;
|
|
door.classname = "func_water";
|
|
door.SetSolid(SOLID_BSP);
|
|
door.SetSkin(CONTENT_WATER);
|
|
door.effects |= EF_FULLBRIGHT;
|
|
setorigin(door, door.origin); // relink. have to do this.
|
|
}
|