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Git Repos / fte_dogmode / qc / func / rotate.qc

Last update to this file was on 2024-03-24 at 17:34.

Show rotate.qc

//==============================================================================
// func_movewall, func_rotate_door, func_rotate_entity, func_rotate_train
//==============================================================================

//----------------------------------------------------------------------
// Rotate QuickC program
// By Jim Dose' 10/17/96
// Copyright (c)1996 Hipnotic Interactive, Inc.
// All rights reserved.
// Distributed (unsupported) on 3.12.97
//----------------------------------------------------------------------

//======================================================================
// constants
//======================================================================

const float ROTATE_STATE_ACTIVE = 0;
const float ROTATE_STATE_INACTIVE = 1;
const float ROTATE_STATE_SPEEDINGUP = 2;
const float ROTATE_STATE_SLOWINGDOWN = 3;
const float ROTATE_STATE_CLOSED = 4;
const float ROTATE_STATE_OPEN = 5;
const float ROTATE_STATE_OPENING = 6;
const float ROTATE_STATE_CLOSING = 7;

const float ROTATE_STATE_WAIT = 0;
const float ROTATE_STATE_MOVE = 1;
const float ROTATE_STATE_STOP = 2;
const float ROTATE_STATE_FIND = 3;
const float ROTATE_STATE_NEXT = 4;

const float ROTATE_OBJECT_ROTATE = 0;
const float ROTATE_OBJECT_MOVEWALL = 1;
const float ROTATE_OBJECT_SETORIGIN = 2;

const float ROTATE_ENTITY_TOGGLE = 1; // spawnflags for func_rotate_entity
const float ROTATE_ENTITY_START_ON = 2;

const float PATH_ROTATE_ROTATION = 1; // spawnflags for path_rotate
const float PATH_ROTATE_ANGLES = 2;
const float PATH_ROTATE_STOP = 4;
const float PATH_ROTATE_NO_ROTATE = 8;
const float PATH_ROTATE_DAMAGE = 16;
const float PATH_ROTATE_MOVETIME = 32;
const float PATH_ROTATE_SET_DAMAGE = 64;

const float ROTATE_DOOR_STAYOPEN = 1; // spawnflags for func_rotate_door

const float MOVEWALL_VISIBLE = 1; // spawnflags for func_movewall
const float MOVEWALL_TOUCH = 2;
const float MOVEWALL_NONBLOCKING = 4;

//======================================================================
// fields
//======================================================================

.float duration;
.float endtime;
.float rotate_type;

.vector neworigin;
.vector rotate;

.string event;
.string group;
.string path;

//======================================================================
// forward declarations
//======================================================================

// base_rotate
vector(vector ang) base_rotate_normalizeangles;
void() base_rotate_targets;
void() base_rotate_targets_final;
void() base_rotate_set_target_origin;
void() base_rotate_link_targets;
void(float amount) base_rotate_set_damage_on_targets;
void(entity e) base_rotate_init;
strip void() base_rotate;

// rotate_object
void(entity e) rotate_object_init
void() rotate_object;

// func_rotate_entity
void() func_rotate_entity_firstthink;
void() func_rotate_entity_think;
void() func_rotate_entity_use;
void(entity e) func_rotate_entity_init;
void() func_rotate_entity;

// path_rotate
void(entity e) path_rotate_init;
void() path_rotate;

// func_rotate_train
void() func_rotate_train_think_wait;
void() func_rotate_train_think_stop;
void() func_rotate_train_think_next;
void() func_rotate_train_think_find;
void() func_rotate_train_think;
void() func_rotate_train_use;
void(entity e) func_rotate_train_init;
void() func_rotate_train;

// rotate_train
void() rotate_train;

// func_movewall
void() func_movewall_touch;
void() func_movewall_blocked;
void() func_movewall_think;
void(entity e) func_movewall_init;
void() func_movewall;

// func_rotate_door
void() func_rotate_door_reversedirection;
void() func_rotate_door_group_reversedirection;
void() func_rotate_door_think;
void() func_rotate_door_think2;
void() func_rotate_door_use;
void(entity e) func_rotate_door_init;
void() func_rotate_door;

//------------------------------------------------------------------------------

//----------------------------------------------------------------------
// class base_rotate: base_func
// {
//--------------------------------------------------------------
// SUB_NormalizeAngles
//--------------------------------------------------------------
vector(vector ang) base_rotate_normalizeangles =
{
while (ang_x > 360)
ang_x = ang_x - 360;
while (ang_x < 0)
ang_x = ang_x + 360;
while (ang_y > 360)
ang_y = ang_y - 360;
while (ang_y < 0)
ang_y = ang_y + 360;
while (ang_z > 360)
ang_z = ang_z - 360;
while (ang_z < 0)
ang_z = ang_z + 360;

return ang;
};

//--------------------------------------------------------------
void() base_rotate_targets =
{
local vector org, vx, vy, vz;
local entity e;

makevectors (self.angles);

e = find (world, targetname, self.target);

while (e)
{
if (!(e.classgroup & CG_FUNC_ROTATE))
{
dprint (sprintf("base_rotate_targets: found "
"unhandled class %s, targetname %s\n",
e.classname, e.targetname));
e = find (e, targetname, self.target);
continue;
}

if (e.rotate_type == ROTATE_OBJECT_SETORIGIN)
{
org = e.oldorigin;
vx = (v_forward * org_x);
vy = (v_right * org_y);
vy = vy * -1;
vz = (v_up * org_z);
e.neworigin = vx + vy + vz;
setorigin (e, e.neworigin + self.origin);
}
else if (e.rotate_type == ROTATE_OBJECT_ROTATE)
{
e.angles = self.angles;
org = e.oldorigin;
vx = (v_forward * org_x);
vy = (v_right * org_y);
vy = vy * -1;
vz = (v_up * org_z);
e.neworigin = vx + vy + vz;
setorigin (e, e.neworigin + self.origin);
}
else
{
org = e.oldorigin;
vx = (v_forward * org_x);
vy = (v_right * org_y);
vy = vy * -1;
vz = (v_up * org_z);
e.neworigin = vx + vy + vz;
e.neworigin = self.origin - self.oldorigin +
(e.neworigin - e.oldorigin);
e.velocity = (e.neworigin - e.origin) * 25;
}
e = find (e, targetname, self.target);
}
};

//--------------------------------------------------------------
void() base_rotate_targets_final =
{
local entity e;

e = find (world, targetname, self.target);

while (e)
{
if (!(e.classgroup & CG_FUNC_ROTATE))
{
dprint (sprintf("base_rotate_targets_final: "
"found unhandled class %s, "
"targetname %s\n",
e.classname, e.targetname));
e = find (e, targetname, self.target);
continue;
}

e.velocity = '0 0 0';

if (e.rotate_type == ROTATE_OBJECT_ROTATE)
e.angles = self.angles;

e = find (e, targetname, self.target);
}
};

//--------------------------------------------------------------
void() base_rotate_set_target_origin =
{
local entity e;

e = find (world, targetname, self.target);

while (e)
{
if (!(e.classgroup & CG_FUNC_ROTATE))
{
dprint (sprintf("base_rotate_set_target_origin"
": found unhandled class %s, "
"targetname %s\n",
e.classname, e.targetname));
e = find (e, targetname, self.target);
continue;
}

if (e.rotate_type == ROTATE_OBJECT_MOVEWALL)
{
setorigin (e, self.origin - self.oldorigin +
(e.neworigin - e.oldorigin));
}
else
{
setorigin (e, e.neworigin + self.origin);
}

e = find (e, targetname, self.target);
}
};

//--------------------------------------------------------------
void() base_rotate_link_targets =
{
local entity e;
local vector tempvec;

self.oldorigin = self.origin;
e = find (world, targetname, self.target);

while (e)
{
if (e.classtype == CT_MISC_ROTATE_OBJECT)
{
e.rotate_type = ROTATE_OBJECT_ROTATE;
e.oldorigin = e.origin - self.oldorigin;
e.neworigin = e.origin - self.oldorigin;
e.owner = self;
}
else if (e.classtype == CT_FUNC_MOVEWALL)
{
e.rotate_type = ROTATE_OBJECT_MOVEWALL;
tempvec = (e.absmin + e.absmax) * 0.5;
e.oldorigin = tempvec - self.oldorigin;
e.neworigin = e.oldorigin;
e.owner = self;
}
else if (e.classgroup & CG_FUNC_ROTATE)
{
e.rotate_type = ROTATE_OBJECT_SETORIGIN;
e.oldorigin = e.origin - self.oldorigin;
e.neworigin = e.origin - self.oldorigin;
}
else
{
dprint (sprintf("base_rotate_link_targets: "
"found an unsupported class %s, "
"targetname %s\n",
e.classname, e.targetname));
}
e = find (e, targetname, self.target);
}
};

//--------------------------------------------------------------
void(float amount) base_rotate_set_damage_on_targets =
{
local entity e;

e = find (world, targetname, self.target);

while (e)
{
if (e.classtype == CT_TRIGGER_HURT)
trigger_hurt_setdamage (e, amount);
else if (e.classtype == CT_FUNC_MOVEWALL)
e.dmg = amount;

e = find (e, targetname, self.target);
}
};

//--------------------------------------------------------------
void(entity e) base_rotate_init =
{
e.classgroup |= CG_FUNC_ROTATE;

base_func_init (e);
};

//--------------------------------------------------------------
strip void() base_rotate =
{
base_rotate_init (self);
};
// };

/*QUAKED rotate_object (0 .5 .8) ? X X X X X X X X NOT_ON_EASY NOT_ON_NORMAL NOT_ON_HARD_OR_NIGHTMARE NOT_IN_DEATHMATCH NOT_IN_COOP NOT_IN_SINGLEPLAYER X NOT_ON_HARD_ONLY NOT_ON_NIGHTMARE_ONLY
This defines an object to be rotated. Used as the target of func_rotate_door.
*/
//----------------------------------------------------------------------
// class rotate_object: base_rotate
// {
//--------------------------------------------------------------
void(entity e) rotate_object_init =
{
e.classname = "rotate_object";
e.classtype = CT_MISC_ROTATE_OBJECT;

base_rotate_init (e);

e.solid = SOLID_NOT;
e.movetype = MOVETYPE_NONE;
setmodel (e, e.model);
setsize (e, e.mins, e.maxs);
// e.think = sub_null;
};

//--------------------------------------------------------------
void() rotate_object =
{
// new spawnflags for all entities -- iw
if (SUB_Inhibit())
return;

rotate_object_init (self);
};
// };

//----------------------------------------------------------------------
// Simple continual rotatation
//----------------------------------------------------------------------

/*QUAKED func_rotate_entity (0 .5 .8) (-8 -8 -8) (8 8 8) TOGGLE START_ON X X X X X X NOT_ON_EASY NOT_ON_NORMAL NOT_ON_HARD_OR_NIGHTMARE NOT_IN_DEATHMATCH NOT_IN_COOP NOT_IN_SINGLEPLAYER X NOT_ON_HARD_ONLY NOT_ON_NIGHTMARE_ONLY

Creates an entity that continually rotates. Can be toggled on and
off if targeted.

TOGGLE = allows the rotation to be toggled on/off

START_ON = wether the entity is spinning when spawned. If TOGGLE is 0, entity can be turned on, but not off.

If "deathtype" is set with a string, this is the message that will appear when a player is killed by the train.

"rotate" is the rate to rotate.
"target" is the center of rotation.
"speed" is how long the entity takes to go from standing still to full speed and vice-versa.
*/
//----------------------------------------------------------------------
// class func_rotate_entity: base_rotate
// {
//--------------------------------------------------------------
void() func_rotate_entity_firstthink =
{
base_rotate_link_targets ();

if (self.spawnflags & ROTATE_ENTITY_START_ON)
{
self.state = ROTATE_STATE_ACTIVE;
self.think = func_rotate_entity_think;
self.nextthink = time + 0.02;
self.ltime = time;
}
else
{
self.state = ROTATE_STATE_INACTIVE;
self.think = sub_null;
}

self.use = func_rotate_entity_use;
};

//--------------------------------------------------------------
void() func_rotate_entity_think =
{
local float t;

t = time - self.ltime;
self.ltime = time;

if (self.state == ROTATE_STATE_SPEEDINGUP)
{
self.count = self.count + self.cnt * t;
if (self.count > 1)
self.count = 1;

// get rate of rotation
t = t * self.count;
}
else if (self.state == ROTATE_STATE_SLOWINGDOWN)
{
self.count = self.count - self.cnt * t;
if (self.count < 0)
{
base_rotate_targets_final ();
self.state = ROTATE_STATE_INACTIVE;
self.think = sub_null;
return;
}

// get rate of rotation
t = t * self.count;
}

self.angles = self.angles + (self.rotate * t);
self.angles = base_rotate_normalizeangles (self.angles);
base_rotate_targets ();
self.nextthink = time + 0.02;
};

//--------------------------------------------------------------
void() func_rotate_entity_use =
{
// change to alternate textures
self.frame = 1 - self.frame;

if (self.state == ROTATE_STATE_ACTIVE)
{
if (self.spawnflags & ROTATE_ENTITY_TOGGLE)
{
if (self.speed)
{
self.count = 1;
self.state = ROTATE_STATE_SLOWINGDOWN;
}
else
{
self.state = ROTATE_STATE_INACTIVE;
self.think = sub_null;
}
}
}
else if (self.state == ROTATE_STATE_INACTIVE)
{
self.think = func_rotate_entity_think;
self.nextthink = time + 0.02;
self.ltime = time;
if (self.speed)
{
self.count = 0;
self.state = ROTATE_STATE_SPEEDINGUP;
}
else
{
self.state = ROTATE_STATE_ACTIVE;
}
}
else if (self.state == ROTATE_STATE_SPEEDINGUP)
{
if (self.spawnflags & ROTATE_ENTITY_TOGGLE)
{
self.state = ROTATE_STATE_SLOWINGDOWN;
}
}
else
{
self.state = ROTATE_STATE_SPEEDINGUP;
}
};

//--------------------------------------------------------------
void(entity e) func_rotate_entity_init =
{
e.classname = "func_rotate_entity";
e.classtype = CT_FUNC_ROTATE_ENTITY;

base_rotate_init (e);

e.solid = SOLID_NOT;
e.movetype = MOVETYPE_NONE;

setmodel (e, e.model);
setsize (e, e.mins, e.maxs);

if (e.speed != 0)
e.cnt = 1 / e.speed;

e.think = func_rotate_entity_firstthink;
e.nextthink = time + 0.1;
e.ltime = time;
};

//--------------------------------------------------------------
void() func_rotate_entity =
{
// new spawnflags for all entities -- iw
if (SUB_Inhibit())
return;

func_rotate_entity_init (self);
};
// };

//----------------------------------------------------------------------
// Train with rotation functionality
//----------------------------------------------------------------------

/*QUAKED path_rotate (0.5 0.3 0) (-8 -8 -8) (8 8 8) ROTATION ANGLES STOP NO_ROTATE DAMAGE MOVETIME SET_DAMAGE
Path for rotate_train.

ROTATION tells train to rotate at rate specified by "rotate". Use '0 0 0' to stop rotation.

ANGLES tells train to rotate to the angles specified by "angles" while traveling to this path_rotate. Use values < 0 or > 360 to guarantee that it turns in a certain direction. Having this flag set automatically clears any rotation.

STOP tells the train to stop and wait to be retriggered.

NO_ROTATE tells the train to stop rotating when waiting to be triggered.

DAMAGE tells the train to cause damage based on "dmg".

MOVETIME tells the train to interpret "speed" as the length of time to take moving from one corner to another.

SET_DAMAGE tells the train to set all targets damage to "dmg"

"noise" contains the name of the sound to play when train stops.
"noise1" contains the name of the sound to play when train moves.
"event" is a target to trigger when train arrives at path_rotate.
*/
//----------------------------------------------------------------------
// class path_rotate: base_rotate
// {
//--------------------------------------------------------------
void(entity e) path_rotate_init =
{
e.classname = "path_rotate";
e.classtype = CT_PATH_ROTATE;

base_rotate_init (e);

if (e.noise != "")
precache_sound (e.noise);
if (e.noise1 != "")
precache_sound (e.noise1);
};

//--------------------------------------------------------------
void() path_rotate =
{
// new spawnflags for all entities -- iw
if (SUB_Inhibit())
return;

path_rotate_init (self);
};
// };

/*QUAKED func_rotate_train (0 .5 .8) (-8 -8 -8) (8 8 8) X X X X X X X X NOT_ON_EASY NOT_ON_NORMAL NOT_ON_HARD_OR_NIGHTMARE NOT_IN_DEATHMATCH NOT_IN_COOP NOT_IN_SINGLEPLAYER X NOT_ON_HARD_ONLY NOT_ON_NIGHTMARE_ONLY

In path_rotate, set speed to be the new speed of the train after it reaches
the path change. If speed is -1, the train will warp directly to the next
path change after the specified wait time. If MOVETIME is set on the
path_rotate, the train to interprets "speed" as the length of time to
take moving from one corner to another.

"noise" contains the name of the sound to play when train stops.
"noise1" contains the name of the sound to play when train moves.
Both "noise" and "noise1" defaults depend upon "sounds" variable and
can be overridden by the "noise" and "noise1" variable in path_rotate.

Also in path_rotate, if STOP is set, the train will wait until it is
retriggered before moving on to the next goal.

Trains are moving platforms that players can ride.
"path" specifies the first path_rotate and is the starting position.
If the train is the target of a button or trigger, it will not begin moving until activated.
The func_rotate_train entity is the center of rotation of all objects targeted by it.

If "deathtype" is set with a string, this is the message that will appear when a player is killed by the train.

speed default 100
dmg default 0
sounds
1) ratchet metal
*/
//----------------------------------------------------------------------
// class func_rotate_train: base_rotate
// {
//--------------------------------------------------------------
void() func_rotate_train_think_wait =
{
self.state = ROTATE_STATE_WAIT;

if (self.goalentity.noise != "")
sound (self, CHAN_VOICE, self.goalentity.noise,
1, ATTN_NORM);
else
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);

if (self.goalentity.spawnflags & PATH_ROTATE_ANGLES)
{
self.rotate = '0 0 0';
self.angles = self.finalangle;
}

if (self.goalentity.spawnflags & PATH_ROTATE_NO_ROTATE)
self.rotate = '0 0 0';

self.endtime = self.ltime + self.goalentity.wait;
self.think1 = func_rotate_train_think_next;
};

//--------------------------------------------------------------
void() func_rotate_train_think_stop =
{
self.state = ROTATE_STATE_STOP;

if (self.goalentity.noise != "")
sound (self, CHAN_VOICE, self.goalentity.noise,
1, ATTN_NORM);
else
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);

if (self.goalentity.spawnflags & PATH_ROTATE_ANGLES)
{
self.rotate = '0 0 0';
self.angles = self.finalangle;
}

if (self.goalentity.spawnflags & PATH_ROTATE_NO_ROTATE)
self.rotate = '0 0 0';

self.dmg = 0;
self.think1 = func_rotate_train_think_next;
};

//--------------------------------------------------------------
void() func_rotate_train_think_next =
{
local entity current;
local entity targ;
local vector vdestdelta;
local float len, traveltime, div;
local string temp;

self.state = ROTATE_STATE_NEXT;

current = self.goalentity;
targ = find (world, targetname, self.path);
if (targ.classtype != CT_PATH_ROTATE)
objerror ("func_rotate_train_think_next: "
"Next target is not path_rotate!\n");

if (self.goalentity.noise1 != "")
self.noise1 = self.goalentity.noise1;
sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);

self.goalentity = targ;
self.path = targ.target;
if (!self.path )
objerror ("func_rotate_train_think_next: "
"no next target!\n");

if (targ.spawnflags & PATH_ROTATE_STOP)
self.think1 = func_rotate_train_think_stop;
else if (targ.wait)
self.think1 = func_rotate_train_think_wait;
else
self.think1 = func_rotate_train_think_next;

if (current.event != "")
{
// Trigger any events that should happen at the corner.
temp = self.target;
self.target = current.event;
self.message = current.message;
sub_usetargets ();
self.target = temp;
self.message = __NULL__;
}

if (current.spawnflags & PATH_ROTATE_ANGLES)
{
self.rotate = '0 0 0';
self.angles = self.finalangle;
}

if (current.spawnflags & PATH_ROTATE_ROTATION)
{
self.rotate = current.rotate;
}

if (current.spawnflags & PATH_ROTATE_DAMAGE)
{
self.dmg = current.dmg;
}

if (current.spawnflags & PATH_ROTATE_SET_DAMAGE)
{
base_rotate_set_damage_on_targets (current.dmg);
}

if (current.speed == -1)
{
// Warp to the next path_corner
setorigin (self, targ.origin);
self.endtime = self.ltime + 0.01;
base_rotate_set_target_origin ();

if (targ.spawnflags & PATH_ROTATE_ANGLES)
self.angles = targ.angles;

self.duration = 1; // 1 / duration
self.cnt = time; // start time
self.pos2 = '0 0 0'; // delta
self.pos1 = self.origin; // original position
self.finaldest = self.origin;
}
else
{
self.state = ROTATE_STATE_MOVE;

self.finaldest = targ.origin;
if (self.finaldest == self.origin)
{
self.velocity = '0 0 0';
self.endtime = self.ltime + 0.1;

self.duration = 1; // 1 / duration
self.cnt = time; // start time
self.pos2 = '0 0 0'; // delta
self.pos1 = self.origin;// original position
self.finaldest = self.origin;
return;
}

// set destdelta to the vector needed to move
vdestdelta = self.finaldest - self.origin;

// calculate length of vector
len = vlen (vdestdelta);

if (current.spawnflags & PATH_ROTATE_MOVETIME)
{
traveltime = current.speed;
}
else
{
// check if there's a speed change
if (current.speed > 0)
self.speed = current.speed;

if (!self.speed)
objerror ("func_rotate_train_think_n"
"ext: No speed is defined!\n");

// divide by speed to get time to reach dest
traveltime = len / self.speed;
}

if (traveltime < 0.1)
{
self.velocity = '0 0 0';
self.endtime = self.ltime + 0.1;
if (targ.spawnflags & PATH_ROTATE_ANGLES)
self.angles = targ.angles;
return;
}

// qcc won't take vec/float
div = 1 / traveltime;

if (targ.spawnflags & PATH_ROTATE_ANGLES)
{
self.finalangle = base_rotate_normalizeangles (
targ.angles);
self.rotate = (targ.angles - self.angles) * div;
}

// set endtime to trigger a think when dest is reached
self.endtime = self.ltime + traveltime;

// scale the destdelta vector by the time spent
// traveling to get velocity
self.velocity = vdestdelta * div;

self.duration = div; // 1 / duration
self.cnt = time; // start time
self.pos2 = vdestdelta; // delta
self.pos1 = self.origin; // original position
}
};

//--------------------------------------------------------------
void() func_rotate_train_think_find =
{
local entity targ;

self.state = ROTATE_STATE_FIND;

base_rotate_link_targets ();

// the first target is the point of rotation.
// the second target is the path.
targ = find (world, targetname, self.path);
if (targ.classtype != CT_PATH_ROTATE)
objerror ("func_rotate_train_think_find: "
"Next target is not path_rotate\n");

// Save the current entity
self.goalentity = targ;

if (targ.spawnflags & PATH_ROTATE_ANGLES)
{
self.angles = targ.angles;
self.finalangle = base_rotate_normalizeangles (
targ.angles);
}

self.path = targ.target;
setorigin (self, targ.origin);
base_rotate_set_target_origin ();
base_rotate_targets_final ();
self.think1 = func_rotate_train_think_next;

if (!self.targetname)
// not triggered, so start immediately
self.endtime = self.ltime + 0.1;
else
self.endtime = 0;

self.duration = 1; // 1 / duration
self.cnt = time; // start time
self.pos2 = '0 0 0'; // delta
self.pos1 = self.origin; // original position
};

//--------------------------------------------------------------
// was rotate_train_think
//--------------------------------------------------------------
void() func_rotate_train_think =
{
local float t, timeelapsed;

t = time - self.ltime;
self.ltime = time;

if ((self.endtime) && (time >= self.endtime))
{
self.endtime = 0;
if (self.state == ROTATE_STATE_MOVE)
{
setorigin (self, self.finaldest);
self.velocity = '0 0 0';
}

if (self.think1)
self.think1 ();
}
else
{
timeelapsed = (time - self.cnt) * self.duration;
if (timeelapsed > 1)
timeelapsed = 1;
setorigin (self, self.pos1 + (self.pos2 * timeelapsed));
}

self.angles = self.angles + (self.rotate * t);
self.angles = base_rotate_normalizeangles (self.angles);
base_rotate_targets ();

self.nextthink = time + 0.02;
};

//--------------------------------------------------------------
void() func_rotate_train_use =
{
if (self.think1 != func_rotate_train_think_find)
{
if (self.velocity != '0 0 0')
// already activated
return;

if (self.think1)
self.think1 ();
}
};

//--------------------------------------------------------------
void(entity e) func_rotate_train_init =
{
e.classname = "func_rotate_train";
e.classtype = CT_FUNC_ROTATE_TRAIN;

base_rotate_init (e);

if (!e.speed)
e.speed = 100;
if (!e.target)
objerror ("func_rotate_train: no target!\n");

if (!e.noise)
{
if (e.sounds == 0)
e.noise = "misc/null.wav";

if (e.sounds == 1)
e.noise = "plats/train2.wav";
}

if (!e.noise1)
{
if (e.sounds == 0)
e.noise1 = "misc/null.wav";

if (e.sounds == 1)
e.noise1 = "plats/train1.wav";
}

precache_sound (e.noise);
precache_sound (e.noise1);

e.cnt = 1;
e.solid = SOLID_NOT;
e.movetype = MOVETYPE_STEP;
e.use = func_rotate_train_use;

setmodel (e, e.model);
setsize (e, e.mins, e.maxs);
setorigin (e, e.origin);

// start trains on the second frame, to make sure their
// targets have had a chance to spawn
e.ltime = time;
e.nextthink = e.ltime + 0.1;
e.endtime = e.ltime + 0.1;
e.think = func_rotate_train_think;
e.think1 = func_rotate_train_think_find;
e.state = ROTATE_STATE_FIND;

e.duration = 1; // 1 / duration
e.cnt = 0.1; // start time
e.pos2 = '0 0 0'; // delta
e.pos1 = e.origin; // original position

e.flags |= FL_ONGROUND;
};

//--------------------------------------------------------------
void() func_rotate_train =
{
// new spawnflags for all entities -- iw
if (SUB_Inhibit())
return;

func_rotate_train_init (self);
};
// };

//----------------------------------------------------------------------
void() rotate_train =
{
objerror ("rotate_train entities should be changed to "
"rotate_object with\nfunc_rotate_train controllers\n");
};

//----------------------------------------------------------------------
// Moving clip walls
//----------------------------------------------------------------------

/*QUAKED func_movewall (0 .5 .8) ? VISIBLE TOUCH NONBLOCKING X X X X X NOT_ON_EASY NOT_ON_NORMAL NOT_ON_HARD_OR_NIGHTMARE NOT_IN_DEATHMATCH NOT_IN_COOP NOT_IN_SINGLEPLAYER X NOT_ON_HARD_ONLY NOT_ON_NIGHTMARE_ONLY

Used to emulate collision on rotating objects.

VISIBLE causes brush to be displayed.

TOUCH specifies whether to cause damage when touched by player.

NONBLOCKING makes the brush non-solid. This is useless if VISIBLE is set.

"dmg" specifies the damage to cause when touched or blocked.
*/
//----------------------------------------------------------------------
// class func_movewall: base_rotate
// {
//--------------------------------------------------------------
void() func_movewall_touch =
{
if (time < self.owner.attack_finished)
return;

if (self.dmg)
{
t_damage2 (other, self, self.owner, self.dmg);
self.owner.attack_finished = time + 0.5;
}
else if (self.owner.dmg)
{
t_damage2 (other, self, self.owner, self.owner.dmg);
self.owner.attack_finished = time + 0.5;
}
};

//--------------------------------------------------------------
void() func_movewall_blocked =
{
// handle projectiles -- CEV
if (other.classgroup & CG_PROJECTILE)
{
if (other.mins != '0 0 0' || other.maxs != '0 0 0')
setsize (other, '0 0 0', '0 0 0');
}

if (time < self.owner.attack_finished)
return;

self.owner.attack_finished = time + 0.5;

if (self.owner.classtype == CT_FUNC_ROTATE_DOOR)
sub_runvoidas (self.owner,
func_rotate_door_group_reversedirection);

if (self.dmg)
{
t_damage2 (other, self, self.owner, self.dmg);
self.owner.attack_finished = time + 0.5;
}
else if (self.owner.dmg)
{
t_damage2 (other, self, self.owner, self.owner.dmg);
self.owner.attack_finished = time + 0.5;
}
};

//--------------------------------------------------------------
void() func_movewall_think =
{
self.ltime = time;
self.nextthink = time + 0.02;
};

//--------------------------------------------------------------
void(entity e) func_movewall_init =
{
e.classname = "func_movewall";
e.classtype = CT_FUNC_MOVEWALL;

base_rotate_init (e);

e.angles = '0 0 0';
e.movetype = MOVETYPE_PUSH;

if (e.spawnflags & MOVEWALL_NONBLOCKING)
{
e.solid = SOLID_NOT;
}
else
{
e.solid = SOLID_BSP;
e.blocked = func_movewall_blocked;
}

if (e.spawnflags & MOVEWALL_TOUCH)
e.touch = func_movewall_touch;

setmodel (e,e.model);

if (!(e.spawnflags & MOVEWALL_VISIBLE))
e.model = __NULL__;

e.think = func_movewall_think;
e.nextthink = time + 0.02;
e.ltime = time;
};

//--------------------------------------------------------------
void() func_movewall =
{
// new spawnflags for all entities -- iw
if (SUB_Inhibit())
return;

func_movewall_init (self);
};
// };

//----------------------------------------------------------------------
// Rotating doors
//----------------------------------------------------------------------

/*QUAKED func_rotate_door (0 .5 .8) (-8 -8 -8) (8 8 8) STAYOPEN X X X X X X X NOT_ON_EASY NOT_ON_NORMAL NOT_ON_HARD_OR_NIGHTMARE NOT_IN_DEATHMATCH NOT_IN_COOP NOT_IN_SINGLEPLAYER X NOT_ON_HARD_ONLY NOT_ON_NIGHTMARE_ONLY

Creates a door that rotates between two positions around a point of
rotation each time it's triggered.

STAYOPEN tells the door to reopen after closing. This prevents a trigger-
once door from closing again when it's blocked.

"dmg" specifies the damage to cause when blocked. Defaults to 2. Negative numbers indicate no damage.
"speed" specifies how the time it takes to rotate

"sounds"
1) medieval (default)
2) metal
3) base
*/
//----------------------------------------------------------------------
// class func_rotate_door: base_rotate
// {
//--------------------------------------------------------------
void() func_rotate_door_reversedirection =
{
local vector start;

// change to alternate textures
self.frame = 1 - self.frame;

if (self.state == ROTATE_STATE_CLOSING)
{
start = self.pos1;
self.finaldest = self.pos2;
self.state = ROTATE_STATE_OPENING;
}
else
{
start = self.pos2;
self.finaldest = self.pos1;
self.state = ROTATE_STATE_CLOSING;
}

sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);

self.rotate = (self.finaldest - start) * (1 / self.speed);
self.think = func_rotate_door_think;
self.nextthink = time + 0.02;
self.endtime = time + self.speed - (self.endtime - time);
self.ltime = time;
};

//--------------------------------------------------------------
void() func_rotate_door_group_reversedirection =
{
local string name;
local entity e;

// tell all associated rotaters to reverse direction
if (self.group != __NULL__ && self.group != "")
{
name = self.group;
e = find (world, group, name);
while (e)
{
sub_runvoidas (e,
func_rotate_door_reversedirection);
e = find (self, group, name);
}
}
else
{
func_rotate_door_reversedirection ();
}
};

//--------------------------------------------------------------
void() func_rotate_door_think =
{
local float t = time - self.ltime;
self.ltime = time;

if (time < self.endtime)
{
self.angles = self.angles + (self.rotate * t);
base_rotate_targets ();
}
else
{
self.angles = self.finaldest;
base_rotate_targets ();
self.think = func_rotate_door_think2;
}

self.nextthink = time + 0.01;
};

//--------------------------------------------------------------
void() func_rotate_door_think2 =
{
local float t = time - self.ltime;
self.ltime = time;

// change to alternate textures
self.frame = 1 - self.frame;
self.angles = self.finaldest;

if (self.state == ROTATE_STATE_OPENING)
{
self.state = ROTATE_STATE_OPEN;
}
else
{
if (self.spawnflags & ROTATE_DOOR_STAYOPEN)
{
func_rotate_door_group_reversedirection ();
return;
}
self.state = ROTATE_STATE_CLOSED;
}

sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
self.think = sub_null;

base_rotate_targets_final ();
};

//--------------------------------------------------------------
void() func_rotate_door_use =
{
local vector start;

if ((self.state != ROTATE_STATE_OPEN) &&
(self.state != ROTATE_STATE_CLOSED))
{
return;
}

if (!self.cnt)
{
self.cnt = 1;
base_rotate_link_targets ();
}

// change to alternate textures
self.frame = 1 - self.frame;

if (self.state == ROTATE_STATE_CLOSED)
{
start = self.pos1;
self.finaldest = self.pos2;
self.state = ROTATE_STATE_OPENING;
}
else
{
start = self.pos2;
self.finaldest = self.pos1;
self.state = ROTATE_STATE_CLOSING;
}

sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);

self.rotate = (self.finaldest - start) * (1 / self.speed);
self.think = func_rotate_door_think;
self.nextthink = time + 0.01;
self.endtime = time + self.speed;
self.ltime = time;
};

//--------------------------------------------------------------
void(entity e) func_rotate_door_init =
{
e.classname = "func_rotate_door";
e.classtype = CT_FUNC_ROTATE_DOOR;

base_rotate_init (e);

if (!e.target)
objerror ("func_rotate_door_init: no target!\n");

e.pos1 = '0 0 0';
e.pos2 = e.angles;
e.angles = e.pos1;

// default to 2 seconds
if (!e.speed)
e.speed = 2;

e.cnt = 0;

if (!e.dmg)
e.dmg = 2;
else if (e.dmg < 0)
e.dmg = 0;

if (e.sounds == 0)
{
// If at least one custom sound is defined, then let's
// ignore the presets and go for the custom sounds,
// otherwise let's use preset #1 by default
if (e.noise1 == "" && e.noise2 == "" && e.noise3 == "")
{
e.sounds = 1;
}
else
{
if (e.noise1 == "")
e.noise1 = "misc/null.wav";
if (e.noise2 == "")
e.noise2 = "misc/null.wav";
if (e.noise3 == "")
e.noise3 = "misc/null.wav";
}
}

if (e.sounds == 1)
{
e.noise1 = "doors/latch2.wav";
e.noise2 = "doors/winch2.wav";
e.noise3 = "doors/drclos4.wav";
}
else if (e.sounds == 2)
{
e.noise2 = "doors/airdoor1.wav";
e.noise1 = "doors/airdoor2.wav";
e.noise3 = e.noise1;
}
else if (e.sounds == 3)
{
e.noise2 = "doors/basesec1.wav";
e.noise1 = "doors/basesec2.wav";
e.noise3 = e.noise1;
}
else if (e.sounds == 4)
{
// added silent option - sounds 4 -- dumptruck_ds
e.noise1 = e.noise2 = "misc/null.wav";
e.noise3 = "misc/null.wav";
}

precache_sound (e.noise1);
precache_sound (e.noise2);
precache_sound (e.noise3);

e.solid = SOLID_NOT;
e.movetype = MOVETYPE_NONE;
setmodel (e, e.model);
setorigin (e, e.origin);
setsize (e, e.mins, e.maxs);
e.state = ROTATE_STATE_CLOSED;
e.use = func_rotate_door_use;
e.think = sub_null;
};

//--------------------------------------------------------------
void() func_rotate_door =
{
// new spawnflags for all entities -- iw
if (SUB_Inhibit())
return;

func_rotate_door_init (self);
};
// };

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