/
g_mover.c
2487 lines (1978 loc) · 61.8 KB
/
g_mover.c
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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2000-2009 Darklegion Development
This file is part of Tremulous.
Tremulous is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Tremulous is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Tremulous; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "g_local.h"
/*
===============================================================================
PUSHMOVE
===============================================================================
*/
void MatchTeam( gentity_t *teamLeader, int moverState, int time );
typedef struct
{
gentity_t *ent;
vec3_t origin;
vec3_t angles;
float deltayaw;
} pushed_t;
pushed_t pushed[ MAX_GENTITIES ], *pushed_p;
/*
============
G_TestEntityPosition
============
*/
gentity_t *G_TestEntityPosition( gentity_t *ent )
{
trace_t tr;
int mask;
if( ent->clipmask )
mask = ent->clipmask;
else
mask = MASK_SOLID;
if( ent->client )
trap_Trace( &tr, ent->client->ps.origin, ent->r.mins, ent->r.maxs, ent->client->ps.origin, ent->s.number, mask );
else
trap_Trace( &tr, ent->s.pos.trBase, ent->r.mins, ent->r.maxs, ent->s.pos.trBase, ent->s.number, mask );
if( tr.startsolid )
return &g_entities[ tr.entityNum ];
return NULL;
}
/*
================
G_CreateRotationMatrix
================
*/
void G_CreateRotationMatrix( vec3_t angles, vec3_t matrix[ 3 ] )
{
AngleVectors( angles, matrix[ 0 ], matrix[ 1 ], matrix[ 2 ] );
VectorInverse( matrix[ 1 ] );
}
/*
================
G_TransposeMatrix
================
*/
void G_TransposeMatrix( vec3_t matrix[ 3 ], vec3_t transpose[ 3 ] )
{
int i, j;
for( i = 0; i < 3; i++ )
{
for( j = 0; j < 3; j++ )
{
transpose[ i ][ j ] = matrix[ j ][ i ];
}
}
}
/*
================
G_RotatePoint
================
*/
void G_RotatePoint( vec3_t point, vec3_t matrix[ 3 ] )
{
vec3_t tvec;
VectorCopy( point, tvec );
point[ 0 ] = DotProduct( matrix[ 0 ], tvec );
point[ 1 ] = DotProduct( matrix[ 1 ], tvec );
point[ 2 ] = DotProduct( matrix[ 2 ], tvec );
}
/*
==================
G_TryPushingEntity
Returns qfalse if the move is blocked
==================
*/
qboolean G_TryPushingEntity( gentity_t *check, gentity_t *pusher, vec3_t move, vec3_t amove )
{
vec3_t matrix[ 3 ], transpose[ 3 ];
vec3_t org, org2, move2;
gentity_t *block;
// EF_MOVER_STOP will just stop when contacting another entity
// instead of pushing it, but entities can still ride on top of it
if( ( pusher->s.eFlags & EF_MOVER_STOP ) &&
check->s.groundEntityNum != pusher->s.number )
return qfalse;
//don't try to move buildables unless standing on a mover
if( check->s.eType == ET_BUILDABLE &&
check->s.groundEntityNum != pusher->s.number )
return qfalse;
// save off the old position
if( pushed_p > &pushed[ MAX_GENTITIES ] )
G_Error( "pushed_p > &pushed[MAX_GENTITIES]" );
pushed_p->ent = check;
VectorCopy( check->s.pos.trBase, pushed_p->origin );
VectorCopy( check->s.apos.trBase, pushed_p->angles );
if( check->client )
{
pushed_p->deltayaw = check->client->ps.delta_angles[ YAW ];
VectorCopy( check->client->ps.origin, pushed_p->origin );
}
pushed_p++;
// try moving the contacted entity
// figure movement due to the pusher's amove
G_CreateRotationMatrix( amove, transpose );
G_TransposeMatrix( transpose, matrix );
if( check->client )
VectorSubtract( check->client->ps.origin, pusher->r.currentOrigin, org );
else
VectorSubtract( check->s.pos.trBase, pusher->r.currentOrigin, org );
VectorCopy( org, org2 );
G_RotatePoint( org2, matrix );
VectorSubtract( org2, org, move2 );
// add movement
VectorAdd( check->s.pos.trBase, move, check->s.pos.trBase );
VectorAdd( check->s.pos.trBase, move2, check->s.pos.trBase );
if( check->client )
{
VectorAdd( check->client->ps.origin, move, check->client->ps.origin );
VectorAdd( check->client->ps.origin, move2, check->client->ps.origin );
// make sure the client's view rotates when on a rotating mover
check->client->ps.delta_angles[ YAW ] += ANGLE2SHORT( amove[ YAW ] );
}
// may have pushed them off an edge
if( check->s.groundEntityNum != pusher->s.number )
check->s.groundEntityNum = -1;
block = G_TestEntityPosition( check );
if( !block )
{
// pushed ok
if( check->client )
VectorCopy( check->client->ps.origin, check->r.currentOrigin );
else
VectorCopy( check->s.pos.trBase, check->r.currentOrigin );
trap_LinkEntity( check );
return qtrue;
}
// if it is ok to leave in the old position, do it
// this is only relevent for riding entities, not pushed
// Sliding trapdoors can cause this.
VectorCopy( ( pushed_p - 1 )->origin, check->s.pos.trBase );
if( check->client )
VectorCopy( ( pushed_p - 1 )->origin, check->client->ps.origin );
VectorCopy( ( pushed_p - 1 )->angles, check->s.apos.trBase );
block = G_TestEntityPosition( check );
if( !block )
{
check->s.groundEntityNum = -1;
pushed_p--;
return qtrue;
}
// blocked
return qfalse;
}
/*
============
G_MoverPush
Objects need to be moved back on a failed push,
otherwise riders would continue to slide.
If qfalse is returned, *obstacle will be the blocking entity
============
*/
qboolean G_MoverPush( gentity_t *pusher, vec3_t move, vec3_t amove, gentity_t **obstacle )
{
int i, e;
gentity_t *check;
vec3_t mins, maxs;
pushed_t *p;
int entityList[ MAX_GENTITIES ];
int listedEntities;
vec3_t totalMins, totalMaxs;
*obstacle = NULL;
// mins/maxs are the bounds at the destination
// totalMins / totalMaxs are the bounds for the entire move
if( pusher->r.currentAngles[ 0 ] || pusher->r.currentAngles[ 1 ] || pusher->r.currentAngles[ 2 ]
|| amove[ 0 ] || amove[ 1 ] || amove[ 2 ] )
{
float radius;
radius = RadiusFromBounds( pusher->r.mins, pusher->r.maxs );
for( i = 0 ; i < 3 ; i++ )
{
mins[ i ] = pusher->r.currentOrigin[ i ] + move[ i ] - radius;
maxs[ i ] = pusher->r.currentOrigin[ i ] + move[ i ] + radius;
totalMins[ i ] = mins[ i ] - move[ i ];
totalMaxs[ i ] = maxs[ i ] - move[ i ];
}
}
else
{
for( i = 0; i < 3; i++ )
{
mins[ i ] = pusher->r.absmin[ i ] + move[ i ];
maxs[ i ] = pusher->r.absmax[ i ] + move[ i ];
}
VectorCopy( pusher->r.absmin, totalMins );
VectorCopy( pusher->r.absmax, totalMaxs );
for( i = 0; i < 3; i++ )
{
if( move[ i ] > 0 )
totalMaxs[ i ] += move[ i ];
else
totalMins[ i ] += move[ i ];
}
}
// unlink the pusher so we don't get it in the entityList
trap_UnlinkEntity( pusher );
listedEntities = trap_EntitiesInBox( totalMins, totalMaxs, entityList, MAX_GENTITIES );
// move the pusher to it's final position
VectorAdd( pusher->r.currentOrigin, move, pusher->r.currentOrigin );
VectorAdd( pusher->r.currentAngles, amove, pusher->r.currentAngles );
trap_LinkEntity( pusher );
// see if any solid entities are inside the final position
for( e = 0 ; e < listedEntities ; e++ )
{
check = &g_entities[ entityList[ e ] ];
// only push items and players
if( check->s.eType != ET_ITEM && check->s.eType != ET_BUILDABLE &&
check->s.eType != ET_CORPSE && check->s.eType != ET_PLAYER &&
!check->physicsObject )
continue;
// if the entity is standing on the pusher, it will definitely be moved
if( check->s.groundEntityNum != pusher->s.number )
{
// see if the ent needs to be tested
if( check->r.absmin[ 0 ] >= maxs[ 0 ]
|| check->r.absmin[ 1 ] >= maxs[ 1 ]
|| check->r.absmin[ 2 ] >= maxs[ 2 ]
|| check->r.absmax[ 0 ] <= mins[ 0 ]
|| check->r.absmax[ 1 ] <= mins[ 1 ]
|| check->r.absmax[ 2 ] <= mins[ 2 ] )
continue;
// see if the ent's bbox is inside the pusher's final position
// this does allow a fast moving object to pass through a thin entity...
if( !G_TestEntityPosition( check ) )
continue;
}
// the entity needs to be pushed
if( G_TryPushingEntity( check, pusher, move, amove ) )
continue;
// the move was blocked an entity
// bobbing entities are instant-kill and never get blocked
if( pusher->s.pos.trType == TR_SINE || pusher->s.apos.trType == TR_SINE )
{
G_Damage( check, pusher, pusher, NULL, NULL, 99999, 0, MOD_CRUSH );
continue;
}
// save off the obstacle so we can call the block function (crush, etc)
*obstacle = check;
// move back any entities we already moved
// go backwards, so if the same entity was pushed
// twice, it goes back to the original position
for( p = pushed_p - 1; p >= pushed; p-- )
{
VectorCopy( p->origin, p->ent->s.pos.trBase );
VectorCopy( p->angles, p->ent->s.apos.trBase );
if( p->ent->client )
{
p->ent->client->ps.delta_angles[ YAW ] = p->deltayaw;
VectorCopy( p->origin, p->ent->client->ps.origin );
}
trap_LinkEntity( p->ent );
}
return qfalse;
}
return qtrue;
}
/*
=================
G_MoverTeam
=================
*/
void G_MoverTeam( gentity_t *ent )
{
vec3_t move, amove;
gentity_t *part, *obstacle;
vec3_t origin, angles;
obstacle = NULL;
// make sure all team slaves can move before commiting
// any moves or calling any think functions
// if the move is blocked, all moved objects will be backed out
pushed_p = pushed;
for( part = ent; part; part = part->teamchain )
{
// get current position
BG_EvaluateTrajectory( &part->s.pos, level.time, origin );
BG_EvaluateTrajectory( &part->s.apos, level.time, angles );
VectorSubtract( origin, part->r.currentOrigin, move );
VectorSubtract( angles, part->r.currentAngles, amove );
if( !G_MoverPush( part, move, amove, &obstacle ) )
break; // move was blocked
}
if( part )
{
// go back to the previous position
for( part = ent; part; part = part->teamchain )
{
part->s.pos.trTime += level.time - level.previousTime;
part->s.apos.trTime += level.time - level.previousTime;
BG_EvaluateTrajectory( &part->s.pos, level.time, part->r.currentOrigin );
BG_EvaluateTrajectory( &part->s.apos, level.time, part->r.currentAngles );
trap_LinkEntity( part );
}
// if the pusher has a "blocked" function, call it
if( ent->blocked )
ent->blocked( ent, obstacle );
return;
}
// the move succeeded
for( part = ent; part; part = part->teamchain )
{
// call the reached function if time is at or past end point
if( part->s.pos.trType == TR_LINEAR_STOP )
{
if( level.time >= part->s.pos.trTime + part->s.pos.trDuration )
{
if( part->reached )
part->reached( part );
}
}
if ( part->s.apos.trType == TR_LINEAR_STOP ) {
if ( level.time >= part->s.apos.trTime + part->s.apos.trDuration ) {
if ( part->reached ) {
part->reached( part );
}
}
}
}
}
/*
================
G_RunMover
================
*/
void G_RunMover( gentity_t *ent )
{
// if not a team captain, don't do anything, because
// the captain will handle everything
if( ent->flags & FL_TEAMSLAVE )
return;
// if stationary at one of the positions, don't move anything
if( ( ent->s.pos.trType != TR_STATIONARY || ent->s.apos.trType != TR_STATIONARY ) &&
ent->moverState < MODEL_POS1 ) //yuck yuck hack
G_MoverTeam( ent );
// check think function
G_RunThink( ent );
}
/*
============================================================================
GENERAL MOVERS
Doors, plats, and buttons are all binary (two position) movers
Pos1 is "at rest", pos2 is "activated"
============================================================================
*/
/*
===============
SetMoverState
===============
*/
void SetMoverState( gentity_t *ent, moverState_t moverState, int time )
{
vec3_t delta;
float f;
ent->moverState = moverState;
ent->s.pos.trTime = time;
ent->s.apos.trTime = time;
switch( moverState )
{
case MOVER_POS1:
VectorCopy( ent->pos1, ent->s.pos.trBase );
ent->s.pos.trType = TR_STATIONARY;
break;
case MOVER_POS2:
VectorCopy( ent->pos2, ent->s.pos.trBase );
ent->s.pos.trType = TR_STATIONARY;
break;
case MOVER_1TO2:
VectorCopy( ent->pos1, ent->s.pos.trBase );
VectorSubtract( ent->pos2, ent->pos1, delta );
f = 1000.0 / ent->s.pos.trDuration;
VectorScale( delta, f, ent->s.pos.trDelta );
ent->s.pos.trType = TR_LINEAR_STOP;
break;
case MOVER_2TO1:
VectorCopy( ent->pos2, ent->s.pos.trBase );
VectorSubtract( ent->pos1, ent->pos2, delta );
f = 1000.0 / ent->s.pos.trDuration;
VectorScale( delta, f, ent->s.pos.trDelta );
ent->s.pos.trType = TR_LINEAR_STOP;
break;
case ROTATOR_POS1:
VectorCopy( ent->pos1, ent->s.apos.trBase );
ent->s.apos.trType = TR_STATIONARY;
break;
case ROTATOR_POS2:
VectorCopy( ent->pos2, ent->s.apos.trBase );
ent->s.apos.trType = TR_STATIONARY;
break;
case ROTATOR_1TO2:
VectorCopy( ent->pos1, ent->s.apos.trBase );
VectorSubtract( ent->pos2, ent->pos1, delta );
f = 1000.0 / ent->s.apos.trDuration;
VectorScale( delta, f, ent->s.apos.trDelta );
ent->s.apos.trType = TR_LINEAR_STOP;
break;
case ROTATOR_2TO1:
VectorCopy( ent->pos2, ent->s.apos.trBase );
VectorSubtract( ent->pos1, ent->pos2, delta );
f = 1000.0 / ent->s.apos.trDuration;
VectorScale( delta, f, ent->s.apos.trDelta );
ent->s.apos.trType = TR_LINEAR_STOP;
break;
case MODEL_POS1:
break;
case MODEL_POS2:
break;
default:
break;
}
if( moverState >= MOVER_POS1 && moverState <= MOVER_2TO1 )
BG_EvaluateTrajectory( &ent->s.pos, level.time, ent->r.currentOrigin );
if( moverState >= ROTATOR_POS1 && moverState <= ROTATOR_2TO1 )
BG_EvaluateTrajectory( &ent->s.apos, level.time, ent->r.currentAngles );
trap_LinkEntity( ent );
}
/*
================
MatchTeam
All entities in a mover team will move from pos1 to pos2
in the same amount of time
================
*/
void MatchTeam( gentity_t *teamLeader, int moverState, int time )
{
gentity_t *slave;
for( slave = teamLeader; slave; slave = slave->teamchain )
SetMoverState( slave, moverState, time );
}
/*
================
ReturnToPos1
================
*/
void ReturnToPos1( gentity_t *ent )
{
MatchTeam( ent, MOVER_2TO1, level.time );
// looping sound
ent->s.loopSound = ent->soundLoop;
// starting sound
if( ent->sound2to1 )
G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound2to1 );
}
/*
================
ReturnToApos1
================
*/
void ReturnToApos1( gentity_t *ent )
{
MatchTeam( ent, ROTATOR_2TO1, level.time );
// looping sound
ent->s.loopSound = ent->soundLoop;
// starting sound
if( ent->sound2to1 )
G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound2to1 );
}
/*
================
Think_ClosedModelDoor
================
*/
void Think_ClosedModelDoor( gentity_t *ent )
{
// play sound
if( ent->soundPos1 )
G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos1 );
// close areaportals
if( ent->teammaster == ent || !ent->teammaster )
trap_AdjustAreaPortalState( ent, qfalse );
ent->moverState = MODEL_POS1;
}
/*
================
Think_CloseModelDoor
================
*/
void Think_CloseModelDoor( gentity_t *ent )
{
int entityList[ MAX_GENTITIES ];
int numEntities, i;
gentity_t *clipBrush = ent->clipBrush;
gentity_t *check;
qboolean canClose = qtrue;
numEntities = trap_EntitiesInBox( clipBrush->r.absmin, clipBrush->r.absmax, entityList, MAX_GENTITIES );
//set brush solid
trap_LinkEntity( ent->clipBrush );
//see if any solid entities are inside the door
for( i = 0; i < numEntities; i++ )
{
check = &g_entities[ entityList[ i ] ];
//only test items and players
if( check->s.eType != ET_ITEM && check->s.eType != ET_BUILDABLE &&
check->s.eType != ET_CORPSE && check->s.eType != ET_PLAYER &&
!check->physicsObject )
continue;
//test is this entity collides with this door
if( G_TestEntityPosition( check ) )
canClose = qfalse;
}
//something is blocking this door
if( !canClose )
{
//set brush non-solid
trap_UnlinkEntity( ent->clipBrush );
ent->nextthink = level.time + ent->wait;
return;
}
//toggle door state
ent->s.legsAnim = qfalse;
// play sound
if( ent->sound2to1 )
G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound2to1 );
ent->moverState = MODEL_2TO1;
ent->think = Think_ClosedModelDoor;
ent->nextthink = level.time + ent->speed;
}
/*
================
Think_OpenModelDoor
================
*/
void Think_OpenModelDoor( gentity_t *ent )
{
//set brush non-solid
trap_UnlinkEntity( ent->clipBrush );
// looping sound
ent->s.loopSound = ent->soundLoop;
// starting sound
if( ent->soundPos2 )
G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos2 );
ent->moverState = MODEL_POS2;
// return to pos1 after a delay
ent->think = Think_CloseModelDoor;
ent->nextthink = level.time + ent->wait;
// fire targets
if( !ent->activator )
ent->activator = ent;
G_UseTargets( ent, ent->activator );
}
/*
================
Reached_BinaryMover
================
*/
void Reached_BinaryMover( gentity_t *ent )
{
// stop the looping sound
ent->s.loopSound = ent->soundLoop;
if( ent->moverState == MOVER_1TO2 )
{
// reached pos2
SetMoverState( ent, MOVER_POS2, level.time );
// play sound
if( ent->soundPos2 )
G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos2 );
// return to pos1 after a delay
ent->think = ReturnToPos1;
ent->nextthink = level.time + ent->wait;
// fire targets
if( !ent->activator )
ent->activator = ent;
G_UseTargets( ent, ent->activator );
}
else if( ent->moverState == MOVER_2TO1 )
{
// reached pos1
SetMoverState( ent, MOVER_POS1, level.time );
// play sound
if( ent->soundPos1 )
G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos1 );
// close areaportals
if( ent->teammaster == ent || !ent->teammaster )
trap_AdjustAreaPortalState( ent, qfalse );
}
else if( ent->moverState == ROTATOR_1TO2 )
{
// reached pos2
SetMoverState( ent, ROTATOR_POS2, level.time );
// play sound
if( ent->soundPos2 )
G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos2 );
// return to apos1 after a delay
ent->think = ReturnToApos1;
ent->nextthink = level.time + ent->wait;
// fire targets
if( !ent->activator )
ent->activator = ent;
G_UseTargets( ent, ent->activator );
}
else if( ent->moverState == ROTATOR_2TO1 )
{
// reached pos1
SetMoverState( ent, ROTATOR_POS1, level.time );
// play sound
if( ent->soundPos1 )
G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos1 );
// close areaportals
if( ent->teammaster == ent || !ent->teammaster )
trap_AdjustAreaPortalState( ent, qfalse );
}
else
G_Error( "Reached_BinaryMover: bad moverState" );
}
/*
================
Use_BinaryMover
================
*/
void Use_BinaryMover( gentity_t *ent, gentity_t *other, gentity_t *activator )
{
int total;
int partial;
// if this is a non-client-usable door return
if( ent->targetname && other && other->client )
return;
// only the master should be used
if( ent->flags & FL_TEAMSLAVE )
{
Use_BinaryMover( ent->teammaster, other, activator );
return;
}
ent->activator = activator;
if( ent->moverState == MOVER_POS1 )
{
// start moving 50 msec later, becase if this was player
// triggered, level.time hasn't been advanced yet
MatchTeam( ent, MOVER_1TO2, level.time + 50 );
// starting sound
if( ent->sound1to2 )
G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound1to2 );
// looping sound
ent->s.loopSound = ent->soundLoop;
// open areaportal
if( ent->teammaster == ent || !ent->teammaster )
trap_AdjustAreaPortalState( ent, qtrue );
}
else if( ent->moverState == MOVER_POS2 )
{
// if all the way up, just delay before coming down
ent->nextthink = level.time + ent->wait;
}
else if( ent->moverState == MOVER_2TO1 )
{
// only partway down before reversing
total = ent->s.pos.trDuration;
partial = level.time - ent->s.pos.trTime;
if( partial > total )
partial = total;
MatchTeam( ent, MOVER_1TO2, level.time - ( total - partial ) );
if( ent->sound1to2 )
G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound1to2 );
}
else if( ent->moverState == MOVER_1TO2 )
{
// only partway up before reversing
total = ent->s.pos.trDuration;
partial = level.time - ent->s.pos.trTime;
if( partial > total )
partial = total;
MatchTeam( ent, MOVER_2TO1, level.time - ( total - partial ) );
if( ent->sound2to1 )
G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound2to1 );
}
else if( ent->moverState == ROTATOR_POS1 )
{
// start moving 50 msec later, becase if this was player
// triggered, level.time hasn't been advanced yet
MatchTeam( ent, ROTATOR_1TO2, level.time + 50 );
// starting sound
if( ent->sound1to2 )
G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound1to2 );
// looping sound
ent->s.loopSound = ent->soundLoop;
// open areaportal
if( ent->teammaster == ent || !ent->teammaster )
trap_AdjustAreaPortalState( ent, qtrue );
}
else if( ent->moverState == ROTATOR_POS2 )
{
// if all the way up, just delay before coming down
ent->nextthink = level.time + ent->wait;
}
else if( ent->moverState == ROTATOR_2TO1 )
{
// only partway down before reversing
total = ent->s.apos.trDuration;
partial = level.time - ent->s.apos.trTime;
if( partial > total )
partial = total;
MatchTeam( ent, ROTATOR_1TO2, level.time - ( total - partial ) );
if( ent->sound1to2 )
G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound1to2 );
}
else if( ent->moverState == ROTATOR_1TO2 )
{
// only partway up before reversing
total = ent->s.apos.trDuration;
partial = level.time - ent->s.apos.trTime;
if( partial > total )
partial = total;
MatchTeam( ent, ROTATOR_2TO1, level.time - ( total - partial ) );
if( ent->sound2to1 )
G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound2to1 );
}
else if( ent->moverState == MODEL_POS1 )
{
//toggle door state
ent->s.legsAnim = qtrue;
ent->think = Think_OpenModelDoor;
ent->nextthink = level.time + ent->speed;
// starting sound
if( ent->sound1to2 )
G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound1to2 );
// looping sound
ent->s.loopSound = ent->soundLoop;
// open areaportal
if( ent->teammaster == ent || !ent->teammaster )
trap_AdjustAreaPortalState( ent, qtrue );
ent->moverState = MODEL_1TO2;
}
else if( ent->moverState == MODEL_POS2 )
{
// if all the way up, just delay before coming down
ent->nextthink = level.time + ent->wait;
}
}
/*
================
InitMover
"pos1", "pos2", and "speed" should be set before calling,
so the movement delta can be calculated
================
*/
void InitMover( gentity_t *ent )
{
vec3_t move;
float distance;
float light;
vec3_t color;
qboolean lightSet, colorSet;
char *sound;
// if the "model2" key is set, use a seperate model
// for drawing, but clip against the brushes
if( ent->model2 )
ent->s.modelindex2 = G_ModelIndex( ent->model2 );
// if the "loopsound" key is set, use a constant looping sound when moving
if( G_SpawnString( "noise", "100", &sound ) )
ent->s.loopSound = G_SoundIndex( sound );
// if the "color" or "light" keys are set, setup constantLight
lightSet = G_SpawnFloat( "light", "100", &light );
colorSet = G_SpawnVector( "color", "1 1 1", color );
if( lightSet || colorSet )
{
int r, g, b, i;
r = color[ 0 ] * 255;
if( r > 255 )
r = 255;
g = color[ 1 ] * 255;
if( g > 255 )
g = 255;
b = color[ 2 ] * 255;
if( b > 255 )
b = 255;
i = light / 4;
if( i > 255 )
i = 255;
ent->s.constantLight = r | ( g << 8 ) | ( b << 16 ) | ( i << 24 );
}
ent->use = Use_BinaryMover;