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8a300b99e9
Ambush flag cannot be used for marking visited points because HandleSpawnFlags() is no longer virtual See E1M4 from Rise Of The Wool Ball v1.1 as example of broken chain
583 lines
13 KiB
Text
583 lines
13 KiB
Text
/*
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** a_movingcamera.cpp
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** Cameras that move and related neat stuff
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2016 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, self list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, self list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from self software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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/*
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== InterpolationPoint: node along a camera's path
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==
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== args[0] = pitch
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== args[1] = time (in octics) to get here from previous node
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== args[2] = time (in octics) to stay here before moving to next node
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== args[3] = low byte of next node's tid
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== args[4] = high byte of next node's tid
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*/
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class InterpolationPoint : Actor
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{
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InterpolationPoint Next;
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bool bVisited;
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default
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+DONTSPLASH
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RenderStyle "None";
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}
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override void BeginPlay ()
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{
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Super.BeginPlay ();
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Next = null;
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}
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void FormChain ()
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{
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let me = self;
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while (me != null)
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{
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if (me.bVisited) return;
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me.bVisited = true;
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let iterator = ActorIterator.Create(me.args[3] + 256 * me.args[4], "InterpolationPoint");
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me.Next = InterpolationPoint(iterator.Next ());
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if (me.Next == me) // Don't link to self
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me.Next = InterpolationPoint(iterator.Next ());
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int pt = (me.args[0] << 24) >> 24; // this is for truncating the value to a byte, presumably because some old WAD needs it...
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me.Pitch = clamp(pt, -89, 89);
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if (me.Next == null && (me.args[3] | me.args[4]))
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{
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A_Log("Can't find target for camera node " .. me.tid);
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}
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me = me.Next;
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}
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}
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// Return the node (if any) where a path loops, relative to self one.
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InterpolationPoint ScanForLoop ()
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{
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InterpolationPoint node = self;
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while (node.Next && node.Next != self && node.special1 == 0)
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{
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node.special1 = 1;
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node = node.Next;
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}
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return node.Next == self ? node : null;
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}
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}
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/*
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== InterpolationSpecial: Holds a special to execute when a
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== PathFollower reaches an InterpolationPoint of the same TID.
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*/
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class InterpolationSpecial : Actor
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{
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default
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{
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+NOBLOCKMAP
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+NOSECTOR
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+NOGRAVITY
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+DONTSPLASH
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}
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override void Tick () {} // Does absolutely nothing itself
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}
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/*
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== PathFollower: something that follows a camera path
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== Base class for some moving cameras
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==
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== args[0] = low byte of first node in path's tid
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== args[1] = high byte of first node's tid
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== args[2] = bit 0 = follow a linear path (rather than curved)
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== bit 1 = adjust angle
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== bit 2 = adjust pitch
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== bit 3 = aim in direction of motion
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==
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== Also uses:
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== target = first node in path
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== lastenemy = node prior to first node (if looped)
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*/
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class PathFollower : Actor
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{
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default
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{
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+NOBLOCKMAP
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+NOSECTOR
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+NOGRAVITY
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+DONTSPLASH
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}
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bool bActive, bJustStepped;
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InterpolationPoint PrevNode, CurrNode;
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double Time; // Runs from 0.0 to 1.0 between CurrNode and CurrNode.Next
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int HoldTime;
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// Interpolate between p2 and p3 along a Catmull-Rom spline
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// http://research.microsoft.com/~hollasch/cgindex/curves/catmull-rom.html
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double Splerp (double p1, double p2, double p3, double p4)
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{
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double t = Time;
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double res = 2*p2;
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res += (p3 - p1) * Time;
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t *= Time;
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res += (2*p1 - 5*p2 + 4*p3 - p4) * t;
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t *= Time;
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res += (3*p2 - 3*p3 + p4 - p1) * t;
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return 0.5 * res;
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}
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// Linearly interpolate between p1 and p2
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double Lerp (double p1, double p2)
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{
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return p1 + Time * (p2 - p1);
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}
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override void BeginPlay ()
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{
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Super.BeginPlay ();
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PrevNode = CurrNode = null;
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bActive = false;
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}
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override void PostBeginPlay ()
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{
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// Find first node of path
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let iterator = ActorIterator.Create(args[0] + 256 * args[1], "InterpolationPoint");
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let node = InterpolationPoint(iterator.Next ());
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InterpolationPoint prevnode;
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target = node;
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if (node == null)
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{
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A_Log ("PathFollower " .. tid .. ": Can't find interpolation pt " .. args[0] + 256 * args[1] .. "%d\n");
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return;
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}
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// Verify the path has enough nodes
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node.FormChain ();
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if (args[2] & 1)
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{ // linear path; need 2 nodes
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if (node.Next == null)
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{
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A_Log ("PathFollower " .. tid .. ": Path needs at least 2 nodes\n");
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return;
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}
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lastenemy = null;
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}
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else
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{ // spline path; need 4 nodes
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if (node.Next == null ||
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node.Next.Next == null ||
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node.Next.Next.Next == null)
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{
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A_Log ("PathFollower " .. tid .. ": Path needs at least 4 nodes\n");
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return;
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}
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// If the first node is in a loop, we can start there.
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// Otherwise, we need to start at the second node in the path.
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prevnode = node.ScanForLoop ();
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if (prevnode == null || prevnode.Next != node)
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{
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lastenemy = target;
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target = node.Next;
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}
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else
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{
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lastenemy = prevnode;
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}
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}
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}
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override void Deactivate (Actor activator)
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{
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bActive = false;
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}
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override void Activate (Actor activator)
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{
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if (!bActive)
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{
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CurrNode = InterpolationPoint(target);
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PrevNode = InterpolationPoint(lastenemy);
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if (CurrNode != null)
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{
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NewNode ();
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SetOrigin (CurrNode.Pos, false);
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Time = 0.;
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HoldTime = 0;
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bJustStepped = true;
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bActive = true;
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}
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}
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}
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override void Tick ()
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{
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if (!bActive)
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return;
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if (bJustStepped)
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{
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bJustStepped = false;
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if (CurrNode.args[2])
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{
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HoldTime = level.time + CurrNode.args[2] * TICRATE / 8;
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SetXYZ(CurrNode.Pos);
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}
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}
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if (HoldTime > level.time)
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return;
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// Splines must have a previous node.
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if (PrevNode == null && !(args[2] & 1))
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{
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bActive = false;
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return;
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}
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// All paths must have a current node.
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if (CurrNode.Next == null)
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{
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bActive = false;
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return;
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}
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if (Interpolate ())
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{
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Time += (8. / (max(1, CurrNode.args[1]) * TICRATE));
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if (Time > 1.)
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{
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Time -= 1.;
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bJustStepped = true;
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PrevNode = CurrNode;
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CurrNode = CurrNode.Next;
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if (CurrNode != null)
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NewNode ();
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if (CurrNode == null || CurrNode.Next == null)
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Deactivate (self);
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if ((args[2] & 1) == 0 && CurrNode.Next.Next == null)
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Deactivate (self);
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}
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}
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}
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void NewNode ()
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{
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let iterator = ActorIterator.Create(CurrNode.tid, "InterpolationSpecial");
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InterpolationSpecial spec;
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while ( (spec = InterpolationSpecial(iterator.Next ())) )
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{
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Level.ExecuteSpecial(spec.special, null, null, false, spec.args[0], spec.args[1], spec.args[2], spec.args[3], spec.args[4]);
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}
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}
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virtual bool Interpolate ()
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{
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Vector3 dpos = (0, 0, 0);
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LinkContext ctx;
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if ((args[2] & 8) && Time > 0)
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{
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dpos = Pos;
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}
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if (CurrNode.Next==null) return false;
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UnlinkFromWorld (ctx);
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Vector3 newpos;
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if (args[2] & 1)
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{ // linear
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newpos.X = Lerp(CurrNode.pos.X, CurrNode.Next.pos.X);
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newpos.Y = Lerp(CurrNode.pos.Y, CurrNode.Next.pos.Y);
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newpos.Z = Lerp(CurrNode.pos.Z, CurrNode.Next.pos.Z);
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}
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else
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{ // spline
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if (CurrNode.Next.Next==null) return false;
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newpos.X = Splerp(PrevNode.pos.X, CurrNode.pos.X, CurrNode.Next.pos.X, CurrNode.Next.Next.pos.X);
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newpos.Y = Splerp(PrevNode.pos.Y, CurrNode.pos.Y, CurrNode.Next.pos.Y, CurrNode.Next.Next.pos.Y);
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newpos.Z = Splerp(PrevNode.pos.Z, CurrNode.pos.Z, CurrNode.Next.pos.Z, CurrNode.Next.Next.pos.Z);
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}
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SetXYZ(newpos);
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LinkToWorld (ctx);
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if (args[2] & 6)
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{
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if (args[2] & 8)
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{
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if (args[2] & 1)
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{ // linear
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dpos.X = CurrNode.Next.pos.X - CurrNode.pos.X;
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dpos.Y = CurrNode.Next.pos.Y - CurrNode.pos.Y;
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dpos.Z = CurrNode.Next.pos.Z - CurrNode.pos.Z;
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}
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else if (Time > 0)
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{ // spline
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dpos = newpos - dpos;
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}
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else
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{
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int realarg = args[2];
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args[2] &= ~(2|4|8);
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Time += 0.1;
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dpos = newpos;
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Interpolate ();
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Time -= 0.1;
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args[2] = realarg;
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dpos = newpos - dpos;
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newpos -= dpos;
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SetXYZ(newpos);
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}
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if (args[2] & 2)
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{ // adjust yaw
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Angle = VectorAngle(dpos.X, dpos.Y);
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}
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if (args[2] & 4)
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{ // adjust pitch;
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double dist = dpos.XY.Length();
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Pitch = dist != 0 ? VectorAngle(dist, -dpos.Z) : 0.;
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}
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}
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else
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{
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if (args[2] & 2)
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{ // interpolate angle
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double angle1 = Normalize180(CurrNode.angle);
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double angle2 = angle1 + deltaangle(angle1, CurrNode.Next.angle);
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angle = Lerp(angle1, angle2);
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}
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if (args[2] & 1)
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{ // linear
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if (args[2] & 4)
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{ // interpolate pitch
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Pitch = Lerp(CurrNode.Pitch, CurrNode.Next.Pitch);
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}
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}
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else
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{ // spline
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if (args[2] & 4)
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{ // interpolate pitch
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Pitch = Splerp(PrevNode.Pitch, CurrNode.Pitch,
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CurrNode.Next.Pitch, CurrNode.Next.Next.Pitch);
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}
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}
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}
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}
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return true;
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}
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}
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/*
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== ActorMover: Moves any actor along a camera path
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==
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== Same as PathFollower, except
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== args[2], bit 7: make nonsolid
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== args[3] = tid of thing to move
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==
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== also uses:
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== tracer = thing to move
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*/
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class ActorMover : PathFollower
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{
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override void BeginPlay()
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{
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ChangeStatNum(STAT_ACTORMOVER);
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}
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override void PostBeginPlay ()
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{
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Super.PostBeginPlay ();
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let iterator = ActorIterator.Create(args[3]);
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tracer = iterator.Next ();
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if (tracer == null)
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{
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A_Log("ActorMover " .. tid .. ": Can't find target " .. args[3] .. "\n");
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}
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else
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{
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special1 = tracer.bNoGravity + (tracer.bNoBlockmap<<1) + (tracer.bSolid<<2) + (tracer.bInvulnerable<<4) + (tracer.bDormant<<8);
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}
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}
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override bool Interpolate ()
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{
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if (tracer == null)
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return true;
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if (Super.Interpolate ())
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{
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double savedz = tracer.pos.Z;
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tracer.SetZ(pos.Z);
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if (!tracer.TryMove (Pos.XY, true))
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{
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tracer.SetZ(savedz);
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return false;
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}
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if (args[2] & 2)
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tracer.angle = angle;
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if (args[2] & 4)
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tracer.Pitch = Pitch;
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return true;
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}
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return false;
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}
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override void Activate (Actor activator)
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{
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if (tracer == null || bActive)
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return;
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Super.Activate (activator);
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let tracer = self.tracer;
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special1 = tracer.bNoGravity + (tracer.bNoBlockmap<<1) + (tracer.bSolid<<2) + (tracer.bInvulnerable<<4) + (tracer.bDormant<<8);
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bNoGravity = true;
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if (args[2] & 128)
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{
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LinkContext ctx;
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tracer.UnlinkFromWorld (ctx);
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bNoBlockmap = true;
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bSolid = false;
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tracer.LinkToWorld (ctx);
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}
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if (tracer.bIsMonster)
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{
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bInvulnerable = true;
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bDormant = true;
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}
|
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// Don't let the renderer interpolate between the actor's
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// old position and its new position.
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Interpolate ();
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tracer.ClearInterpolation();
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}
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|
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override void Deactivate (Actor activator)
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{
|
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if (bActive)
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{
|
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Super.Deactivate (activator);
|
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let tracer = self.tracer;
|
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if (tracer != null)
|
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{
|
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LinkContext ctx;
|
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tracer.UnlinkFromWorld (ctx);
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tracer.bNoGravity = (special1 & 1);
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tracer.bNoBlockmap = !!(special1 & 2);
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tracer.bSolid = !!(special1 & 4);
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tracer.bInvulnerable = !!(special1 & 8);
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tracer.bDormant = !!(special1 & 16);
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tracer.LinkToWorld (ctx);
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}
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}
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}
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}
|
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|
|
/*
|
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== MovingCamera: Moves any actor along a camera path
|
|
==
|
|
== Same as PathFollower, except
|
|
== args[3] = tid of thing to look at (0 if none)
|
|
==
|
|
== Also uses:
|
|
== tracer = thing to look at
|
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*/
|
|
|
|
class MovingCamera : PathFollower
|
|
{
|
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Actor activator;
|
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default
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|
{
|
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CameraHeight 0;
|
|
}
|
|
|
|
override void PostBeginPlay ()
|
|
{
|
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Super.PostBeginPlay ();
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|
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Activator = null;
|
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if (args[3] != 0)
|
|
{
|
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let iterator = ActorIterator.Create(args[3]);
|
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tracer = iterator.Next ();
|
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if (tracer == null)
|
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{
|
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A_Log("MovingCamera " .. tid .. ": Can't find thing " .. args[3] .. "\n");
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}
|
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}
|
|
}
|
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|
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override bool Interpolate ()
|
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{
|
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if (tracer == null)
|
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return Super.Interpolate ();
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|
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if (Super.Interpolate ())
|
|
{
|
|
angle = AngleTo(tracer, true);
|
|
|
|
if (args[2] & 4)
|
|
{ // Also aim camera's pitch;
|
|
Vector3 diff = Pos - tracer.Pos - (0, 0, tracer.Height / 2);
|
|
double dist = diff.XY.Length();
|
|
Pitch = dist != 0 ? VectorAngle(dist, diff.Z) : 0.;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
}
|