Added support for respawns of map entities Started redoing hostages... they don't have any animations right now. Don't be surprised. Moved most/if-not-all CS specific entities into their own class files
361 lines
6.6 KiB
C++
361 lines
6.6 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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// TODO: Finish these
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#define SF_MOV_OPEN 1
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#define SF_MOV_UNLINK 4
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#define SF_MOV_PASSABLE 8
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#define SF_MOV_TOGGLE 32
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#define SF_MOV_USE 256
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enum
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{
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STATE_RAISED = 0,
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STATE_LOWERED,
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STATE_UP,
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STATE_DOWN
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};
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class func_door:CBaseTrigger
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{
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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_iMoveSnd;
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int m_iStopSnd;
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int m_iDamage;
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int m_iLocked;
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void() func_door;
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virtual void() SetMovementDirection;
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virtual void(vector vdest, void() func) MoveToDestination;
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virtual void() MoveToDestination_End;
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virtual void() MoveAway;
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virtual void() MoveBack;
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virtual void() Precache;
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virtual void() Arrived;
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virtual void() Returned;
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virtual void() Trigger;
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virtual void() Blocked;
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virtual void() Touch;
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virtual void() Use;
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virtual void() m_pMove = 0;
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};
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void func_door::Precache(void)
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{
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if(m_iMoveSnd > 0 && m_iMoveSnd <= 10) {
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precache_sound(sprintf("doors/doormove%i.wav", m_iMoveSnd));
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} else {
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precache_sound("common/null.wav");
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}
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if(m_iStopSnd > 0 && m_iStopSnd <= 8) {
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precache_sound(sprintf("doors/doorstop%i.wav", m_iStopSnd));
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} else {
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precache_sound("common/null.wav");
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}
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}
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void func_door::Use(void)
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{
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eActivator.gflags &= ~GF_USE_RELEASED;
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Trigger();
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}
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void func_door::Arrived(void)
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{
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m_iState = STATE_RAISED;
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if(m_iStopSnd > 0 && m_iStopSnd <= 8) {
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sound(self, CHAN_VOICE, sprintf("doors/doorstop%i.wav", m_iStopSnd), 1.0, ATTN_NORM);
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} else {
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sound(self, CHAN_VOICE, "common/null.wav", 1.0, ATTN_NORM);
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}
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if (!(spawnflags & SF_MOV_USE)) {
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touch = Touch;
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}
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if (m_flWait < 0) {
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return;
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}
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if (!(spawnflags & SF_MOV_TOGGLE)) {
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think = MoveBack;
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nextthink = (ltime + m_flWait);
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}
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}
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void func_door::Returned(void)
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{
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if(m_iStopSnd > 0 && m_iStopSnd <= 8) {
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sound(self, CHAN_VOICE, sprintf("doors/doorstop%i.wav", m_iStopSnd), 1.0, ATTN_NORM);
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} else {
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sound(self, CHAN_VOICE, "common/null.wav", 1.0, ATTN_NORM);
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}
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if (!(spawnflags & SF_MOV_USE)) {
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touch = Touch;
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}
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m_iState = STATE_LOWERED;
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}
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void func_door::MoveBack(void)
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{
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if(m_iMoveSnd > 0 && m_iMoveSnd <= 10) {
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sound(self, CHAN_VOICE, sprintf("doors/doormove%i.wav", m_iMoveSnd), 1.0, ATTN_NORM);
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} else {
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sound(self, CHAN_VOICE, "common/null.wav", 1.0, ATTN_NORM);
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}
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if (!(spawnflags & SF_MOV_USE)) {
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touch = __NULL__;
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}
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m_iState = STATE_DOWN;
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MoveToDestination(m_vecPos1, Returned);
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}
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void func_door::MoveAway(void)
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{
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if (m_iState == STATE_UP) {
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return;
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}
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if(m_iMoveSnd > 0 && m_iMoveSnd <= 10) {
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sound(self, CHAN_VOICE, sprintf("doors/doormove%i.wav", m_iMoveSnd), 1.0, ATTN_NORM);
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} else {
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sound(self, CHAN_VOICE, "common/null.wav", 1.0, ATTN_NORM);
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}
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if (!(spawnflags & SF_MOV_TOGGLE)) {
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if (m_iState == STATE_RAISED) {
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nextthink = (ltime + m_flWait);
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return;
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}
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}
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m_iState = STATE_UP;
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MoveToDestination(m_vecPos2, Arrived);
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}
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void func_door::Trigger(void)
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{
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if (m_flNextTrigger > ltime) {
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if (!(spawnflags & SF_MOV_TOGGLE)) {
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return;
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}
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}
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m_flNextTrigger = ltime + m_flWait;
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// Only trigger stuff when we are done moving
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if ((m_iState == STATE_RAISED) || (m_iState == STATE_LOWERED)) {
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if (m_flDelay > 0) {
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#ifdef GS_DEVELOPER
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print(sprintf("func_door: Delayed trigger of `%s`\n", m_strTarget));
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#endif
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CBaseTrigger::UseTargets_Delay(m_flDelay);
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} else {
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#ifdef GS_DEVELOPER
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dprint(sprintf("func_door: Normal trigger of `%s`\n", m_strTarget));
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#endif
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CBaseTrigger::UseTargets();
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}
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}
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if ((m_iState == STATE_UP) || (m_iState == STATE_RAISED)){
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MoveBack();
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return;
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}
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MoveAway();
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}
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void func_door::Touch(void)
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{
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if (spawnflags & SF_MOV_TOGGLE) {
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return;
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}
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if (m_iLocked) {
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return;
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}
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if (other.movetype == MOVETYPE_WALK) {
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if (other.absmin[2] <= maxs[2] - 2) {
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Trigger();
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}
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}
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}
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void func_door::Blocked(void)
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{
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if(m_iDamage) {
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//Damage_Apply(other, self, dmg, other.origin, FALSE);
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}
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if (m_flWait >= 0) {
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if (m_iState == STATE_DOWN) {
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MoveAway ();
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} else {
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MoveBack ();
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}
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}
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}
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void func_door::SetMovementDirection(void)
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{
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if (angles == [0,-1,0]) {
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m_vecMoveDir = [0,0,1];
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} else if (angles == [0,-2,0]) {
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m_vecMoveDir = [0,0,-1];
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} else {
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makevectors(angles);
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m_vecMoveDir = v_forward;
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}
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}
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void func_door::MoveToDestination_End(void)
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{
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setorigin(this, m_vecDest);
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velocity = [0,0,0];
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nextthink = -1;
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m_pMove();
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}
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void func_door::MoveToDestination(vector vDestination, void() func)
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{
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vector vecDifference;
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float flTravel;
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float fTravelTime;
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if (!m_flSpeed) {
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objerror("func_door: No speed defined!");
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return;
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}
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m_pMove = func;
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m_vecDest = vDestination;
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think = MoveToDestination_End;
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if (vDestination == origin) {
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velocity = [0,0,0];
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nextthink = (ltime + 0.1f);
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return;
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}
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vecDifference = (vDestination - origin);
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flTravel = vlen(vecDifference);
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fTravelTime = (flTravel / m_flSpeed);
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if (fTravelTime < 0.1) {
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velocity = [0,0,0];
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nextthink = ltime + 0.1f;
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return;
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}
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nextthink = (ltime + fTravelTime);
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velocity = (vecDifference * (1 / fTravelTime));
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}
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void func_door::Respawn(void)
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{
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func_door::SetMovementDirection();
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solid = SOLID_BSP;
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movetype = MOVETYPE_PUSH;
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setorigin(this, m_oldOrigin);
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setmodel(this, m_oldModel);
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blocked = Blocked;
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//Use = Trigger;
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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;
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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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if (spawnflags & SF_MOV_USE) {
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touch = __NULL__;
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PlayerUse = Use;
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} else {
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touch = Touch;
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PlayerUse = __NULL__;
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}
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m_iState = STATE_LOWERED;
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m_vecPos1 = m_oldOrigin;
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m_vecPos2 = (m_vecPos1 + m_vecMoveDir * (fabs(m_vecMoveDir * size) - m_flLip));
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if (spawnflags & SF_MOV_OPEN) {
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setorigin(this, m_vecPos2);
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m_vecPos2 = m_vecPos1;
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m_vecPos1 = m_oldOrigin;
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}
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}
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void func_door::func_door(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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case "lip":
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m_flLip = stof(argv(i + 1));
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break;
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case "movesnd":
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m_iMoveSnd = stoi(argv(i + 1));
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break;
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case "stopsnd":
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m_iStopSnd = stoi(argv(i + 1));
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break;
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case "delay":
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m_flDelay = stof(argv(i + 1));
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break;
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case "wait":
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m_flWait = 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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CBaseTrigger::CBaseTrigger();
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func_door::Precache();
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func_door::Respawn();
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angles = [0,0,0];
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if (m_strTargetName) {
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m_iLocked = TRUE;
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}
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}
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void func_water(void)
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{
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spawnfunc_func_door();
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self.classname = "func_water";
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self.solid = SOLID_BSP;
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self.skin = CONTENT_WATER;
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}
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