// resets all entities that need reseting
void CBaseRoundRules::ResetWorld(bool bResetCustom, bool bResetOnlyCustom)
{
	if(bResetOnlyCustom == false) {
		// - breakables
		CBreakable * pBreakable = NULL;
		pBreakable = (CBreakable*)UTIL_FindEntityByClassname( pBreakable, "func_breakable" );

		while (pBreakable)
		{ 
			pBreakable->Reset();
			pBreakable = (CBreakable*)UTIL_FindEntityByClassname( pBreakable, "func_breakable" );
		}

		// - doors
		CBaseDoor *pDoor = NULL;
		pDoor = (CBaseDoor*)UTIL_FindEntityByClassname( pBreakable, "func_door" );

		while (pBreakable)
		{ 
			pDoor->Spawn();
			pDoor->SUB_UseTargets(pDoor, USE_OFF, 0.0);
			pDoor = (CBaseDoor*)UTIL_FindEntityByClassname( pDoor, "func_door" );
			
		}

		// - points
		pPointManager->ResetAllPoints();
		pPointManager->UpdatePlayersHUD();

		// - spawn containers
		g_pBGRules->InitSpawns();
	}

	if(bResetCustom == true) {
		g_pBGRules->InitSpawns();

		// -reseter ent
		CBaseEntity *pResetEnt = NULL;
		pResetEnt = (CBaseEntity*)UTIL_FindEntityByClassname( pResetEnt, "info_reset" );

		// -this allows us to reset the ents the mapper wants
		// -ben : I didn't want to do this but this could solve some bh probs
		CountPlayersOnTeam(true);
		if(GetNumOfBritishPlayers() <= 0 || GetNumOfAmericanPlayers() <= 0)
			return;

		while (pResetEnt)
		{ 
			pResetEnt->ResetEnt();
			pResetEnt = (CBaseEntity*)UTIL_FindEntityByClassname( pResetEnt, "info_reset" );
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose: Passes Touch along to certain named doors.
//-----------------------------------------------------------------------------
void CBaseDoor::ChainTouch( CBaseEntity *pOther )
{
	if ( m_isChaining )
		return;

	CBaseEntity *ent = NULL;
	while ( ( ent = gEntList.FindEntityByName( ent, m_ChainTarget, NULL ) ) != NULL )
	{
		if ( ent == this )
			continue;

		CBaseDoor *door = dynamic_cast< CBaseDoor * >( ent );
		if ( door )
		{
			door->SetChaining( true );
			door->Touch( pOther );
			door->SetChaining( false );
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose: Passes Use along to certain named doors.
//-----------------------------------------------------------------------------
void CBaseDoor::ChainUse( void )
{
	if ( m_isChaining )
		return;

	CBaseEntity *ent = NULL;
	while ( ( ent = gEntList.FindEntityByName( ent, m_ChainTarget, NULL ) ) != NULL )
	{
		if ( ent == this )
			continue;

		CBaseDoor *door = dynamic_cast< CBaseDoor * >( ent );
		if ( door )
		{
			door->SetChaining( true );
			door->Use( m_hActivator, NULL, USE_TOGGLE, 0.0f ); // only the first param is used
			door->SetChaining( false );
		}
	}
}
Beispiel #4
0
void CBaseDoor :: ChainTouch( CBaseEntity *pOther )
{
	// to prevent recursion
	if( m_isChaining ) return;

	CBaseEntity *pEnt = NULL;

	while(( pEnt = UTIL_FindEntityByTargetname( pEnt, STRING( m_iChainTarget ))) != NULL )
	{
		if( pEnt == this ) continue;

		CBaseDoor *pDoor = (CBaseDoor *)pEnt;

		if( pDoor )
		{
			pDoor->SetChaining( true );
			pDoor->Touch( pOther );
			pDoor->SetChaining( false );
		}
	}
}
Beispiel #5
0
void CBaseDoor :: ChainUse( USE_TYPE useType, float value )
{
	// to prevent recursion
	if( m_isChaining ) return;

	CBaseEntity *pEnt = NULL;

	while(( pEnt = UTIL_FindEntityByTargetname( pEnt, STRING( m_iChainTarget ))) != NULL )
	{
		if( pEnt == this ) continue;

		CBaseDoor *pDoor = (CBaseDoor *)pEnt;

		if( pDoor )
		{
			pDoor->SetChaining( true );
			pDoor->Use( m_hActivator, this, useType, value );
			pDoor->SetChaining( false );
		}
	}
}
Beispiel #6
0
void CBaseDoor::Blocked( CBaseEntity *pOther )
{
	// hurt the blocker a little.
	if( pev->dmg ) pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH );

	// if a door has a negative wait, it would never come back if blocked,
	// so let it just squash the object to death real fast
	if( m_flWait >= 0 )
	{
		if( !FBitSet( pev->spawnflags, SF_DOOR_SILENT ))
			STOP_SOUND( edict(), CHAN_STATIC, STRING( pev->noise1 ));

		if( m_iState == STATE_TURN_OFF )
		{
			DoorGoUp();
		}
		else
		{
			DoorGoDown();
		}
	}

	// block all door pieces with the same targetname here.
	if( !FStringNull( pev->targetname ))
	{
		CBaseDoor *pDoorList[64];
		int doorCount = GetDoorMovementGroup( pDoorList, ARRAYSIZE( pDoorList ));

		for( int i = 0; i < doorCount; i++ )
		{
			CBaseDoor *pDoor = pDoorList[i];

			if( pDoor->m_flWait >= 0)
			{
				if( m_bDoorGroup && pDoor->pev->movedir == pev->movedir && pDoor->GetAbsVelocity() == GetAbsVelocity() && pDoor->GetLocalAvelocity() == GetLocalAvelocity( ))
				{
					pDoor->m_iPhysicsFrame = g_ulFrameCount; // don't run physics this frame if you haven't run yet

					// this is the most hacked, evil, bastardized thing I've ever seen. kjb
					if( !pDoor->IsRotatingDoor( ))
					{
						// set origin to realign normal doors
						pDoor->SetLocalOrigin( GetLocalOrigin( ));
						pDoor->SetAbsVelocity( g_vecZero ); // stop!

					}
					else
					{
						// set angles to realign rotating doors
						pDoor->SetLocalAngles( GetLocalAngles( ));
						pDoor->SetLocalAvelocity( g_vecZero );
					}
				}
			
				if( pDoor->m_iState == STATE_TURN_OFF )
					pDoor->DoorGoUp();
				else pDoor->DoorGoDown();
			}
		}
	}
}
Beispiel #7
0
void CBaseDoor::Blocked( CBaseEntity *pOther )
{
	edict_t	*pentTarget = NULL;
	CBaseDoor	*pDoor		= NULL;


	// Hurt the blocker a little.
	if ( pev->dmg )
		pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH );

	// if a door has a negative wait, it would never come back if blocked,
	// so let it just squash the object to death real fast

	if (m_flWait >= 0)
	{
		if (m_toggle_state == TS_GOING_DOWN)
		{
			DoorGoUp();
		}
		else
		{
			DoorGoDown();
		}
	}

	// Block all door pieces with the same targetname here.
	if ( !FStringNull ( pev->targetname ) )
	{
		for (;;)
		{
			pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(pev->targetname));

			if ( VARS( pentTarget ) != pev )
			{
				if (FNullEnt(pentTarget))
					break;

				if ( FClassnameIs ( pentTarget, "func_door" ) || FClassnameIs ( pentTarget, "func_door_rotating" ) )
				{
				
					pDoor = GetClassPtr( (CBaseDoor *) VARS(pentTarget) );

					if ( pDoor->m_flWait >= 0)
					{
						if (pDoor->pev->velocity == pev->velocity && pDoor->pev->avelocity == pev->velocity)
						{
							// this is the most hacked, evil, bastardized thing I've ever seen. kjb
							if ( FClassnameIs ( pentTarget, "func_door" ) )
							{// set origin to realign normal doors
								pDoor->pev->origin = pev->origin;
								pDoor->pev->velocity = g_vecZero;// stop!
							}
							else
							{// set angles to realign rotating doors
								pDoor->pev->angles = pev->angles;
								pDoor->pev->avelocity = g_vecZero;
							}
						}

						if ( pDoor->m_toggle_state == TS_GOING_DOWN)
							pDoor->DoorGoUp();
						else
							pDoor->DoorGoDown();
					}
				}
			}
		}
	}
}
Beispiel #8
0
/* <6a465> ../cstrike/dlls/doors.cpp:817 */
void CBaseDoor::__MAKE_VHOOK(Blocked)(CBaseEntity *pOther)
{
	edict_t *pentTarget = NULL;
	CBaseDoor *pDoor = NULL;
	const float checkBlockedInterval = 0.25f;

	// Hurt the blocker a little.
	if (pev->dmg != 0.0f)
	{
		pOther->TakeDamage(pev, pev, pev->dmg, DMG_CRUSH);
	}

	if (gpGlobals->time - m_lastBlockedTimestamp < checkBlockedInterval)
	{
		return;
	}

	m_lastBlockedTimestamp = gpGlobals->time;

	// if a door has a negative wait, it would never come back if blocked,
	// so let it just squash the object to death real fast
	if (m_flWait >= 0)
	{
		if (m_toggle_state == TS_GOING_DOWN)
		{
			DoorGoUp();
		}
		else
		{
			DoorGoDown();
		}
	}

	// Block all door pieces with the same targetname here.
	if (!FStringNull(pev->targetname))
	{
		while (true)
		{
			pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(pev->targetname));

			if (VARS(pentTarget) != pev)
			{
				if (FNullEnt(pentTarget))
					break;

				if (FClassnameIs(pentTarget, "func_door") || FClassnameIs(pentTarget, "func_door_rotating"))
				{
					pDoor = GetClassPtr((CBaseDoor *)VARS(pentTarget));

					if (pDoor->m_flWait >= 0)
					{
						if (pDoor->pev->velocity == pev->velocity && pDoor->pev->avelocity == pev->velocity)
						{
							// this is the most hacked, evil, bastardized thing I've ever seen. kjb
							if (FClassnameIs(pentTarget, "func_door"))
							{
								// set origin to realign normal doors
								pDoor->pev->origin = pev->origin;

								// stop!
								pDoor->pev->velocity = g_vecZero;
							}
							else
							{
								// set angles to realign rotating doors
								pDoor->pev->angles = pev->angles;
								pDoor->pev->avelocity = g_vecZero;
							}
						}

						if (!(pev->spawnflags & SF_DOOR_SILENT))
						{
							STOP_SOUND(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseMoving));
						}

						if (pDoor->m_toggle_state == TS_GOING_DOWN)
							pDoor->DoorGoUp();
						else
							pDoor->DoorGoDown();
					}
				}
			}
		}
	}
}
void CBaseDoor::Blocked( CBaseEntity *pOther )
{
	CBaseEntity	*pTarget	= NULL;
	CBaseDoor	*pDoor		= NULL;

//	ALERT(at_debug, "%s blocked\n", STRING(pev->targetname));

	// Hurt the blocker a little.
	if ( pev->dmg )
		if (m_hActivator)
			pOther->TakeDamage( pev, m_hActivator->pev, pev->dmg, DMG_CRUSH );	//AJH Attribute damage to he who switched me.
		else
			pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH );

	// if a door has a negative wait, it would never come back if blocked,
	// so let it just squash the object to death real fast

	if (m_flWait >= 0)
	{
		//LRC - thanks to [insert name here] for this
		if ( !FBitSet( pev->spawnflags, SF_DOOR_SILENT ) )
			STOP_SOUND(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noiseMoving) );
		if (m_toggle_state == TS_GOING_DOWN)
		{
			DoorGoUp();
		}
		else
		{
			DoorGoDown();
		}
	}

	// Block all door pieces with the same targetname here.
	//LRC - in immediate mode don't do this, doors are expected to do it themselves.
	if ( !m_iImmediateMode && !FStringNull ( pev->targetname ) )
	{
		for (;;)
		{
			pTarget = UTIL_FindEntityByTargetname(pTarget, STRING(pev->targetname));

			if ( !pTarget )
				break;

			if ( VARS( pTarget->pev ) != pev && FClassnameIs ( pTarget->pev, "func_door" ) ||
						FClassnameIs ( pTarget->pev, "func_door_rotating" ) )
			{
				pDoor = GetClassPtr( (CBaseDoor *) VARS(pTarget->pev) );
				if ( pDoor->m_flWait >= 0)
				{
					// avelocity == velocity!? LRC
					if (pDoor->pev->velocity == pev->velocity && pDoor->pev->avelocity == pev->velocity)
					{
						// this is the most hacked, evil, bastardized thing I've ever seen. kjb
						if ( FClassnameIs ( pTarget->pev, "func_door" ) )
						{// set origin to realign normal doors
							pDoor->pev->origin = pev->origin;
							UTIL_SetVelocity(pDoor, g_vecZero);// stop!
						}
						else
						{// set angles to realign rotating doors
							pDoor->pev->angles = pev->angles;
							UTIL_SetAvelocity(pDoor, g_vecZero);
						}
					}
					if ( pDoor->m_toggle_state == TS_GOING_DOWN)
						pDoor->DoorGoUp();
					else
						pDoor->DoorGoDown();
				}
			}
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose: Called every frame when the door is blocked while opening or closing.
// Input  : pOther - The blocking entity.
//-----------------------------------------------------------------------------
void CBaseDoor::Blocked( CBaseEntity *pOther )
{
	// Hurt the blocker a little.
	if ( m_flBlockDamage )
	{
		// if the door is marked "force closed" or it has a negative wait, then there's nothing to do but 
		// push/damage the object.
		// If block damage is set, but this object is a physics prop that can't be damaged, just
		// give up and disable collisions
		if ( (m_bForceClosed || m_flWait < 0) && pOther->GetMoveType() == MOVETYPE_VPHYSICS && 
		   (pOther->m_takedamage == DAMAGE_NO || pOther->m_takedamage == DAMAGE_EVENTS_ONLY) )
		{
			EntityPhysics_CreateSolver( this, pOther, true, 4.0f );
		}
		else
		{
			pOther->TakeDamage( CTakeDamageInfo( this, this, m_flBlockDamage, DMG_CRUSH ) );
		}
	}

	// If we're set to force ourselves closed, keep going
	if ( m_bForceClosed )
		return;

	// if a door has a negative wait, it would never come back if blocked,
	// so let it just squash the object to death real fast
	if (m_flWait >= 0)
	{
		if (m_toggle_state == TS_GOING_DOWN)
		{
			DoorGoUp();
		}
		else
		{
			DoorGoDown();
		}
	}

	// Block all door pieces with the same targetname here.
	if ( GetEntityName() != NULL_STRING )
	{
		CBaseDoor *pDoorList[64];
		int doorCount = GetDoorMovementGroup( pDoorList, ARRAYSIZE(pDoorList) );

		for ( int i = 0; i < doorCount; i++ )
		{
			CBaseDoor *pDoor = pDoorList[i];

			if ( pDoor->m_flWait >= 0)
			{
				if (m_bDoorGroup && pDoor->m_vecMoveDir == m_vecMoveDir && pDoor->GetAbsVelocity() == GetAbsVelocity() && pDoor->GetLocalAngularVelocity() == GetLocalAngularVelocity())
				{
					pDoor->m_nSimulationTick = m_nSimulationTick;	// don't run simulation this frame if you haven't run yet

					// this is the most hacked, evil, bastardized thing I've ever seen. kjb
					if ( !pDoor->IsRotatingDoor() )
					{// set origin to realign normal doors
						pDoor->SetLocalOrigin( GetLocalOrigin() );
						pDoor->SetAbsVelocity( vec3_origin );// stop!

					}
					else
					{// set angles to realign rotating doors
						pDoor->SetLocalAngles( GetLocalAngles() );
						pDoor->SetLocalAngularVelocity( vec3_angle );
					}
				}
			
				if ( pDoor->m_toggle_state == TS_GOING_DOWN)
					pDoor->DoorGoUp();
				else
					pDoor->DoorGoDown();
			}
		}
	}
}
Beispiel #11
0
void CBaseDoor::Blocked( CBaseEntity *pOther )
{
	CBaseDoor	*pDoor = NULL;


	// Hurt the blocker a little.
	if( GetDamage() )
		pOther->TakeDamage( this, this, GetDamage(), DMG_CRUSH );

	// if a door has a negative wait, it would never come back if blocked,
	// so let it just squash the object to death real fast

	if( m_flWait >= 0 )
	{
		if( m_toggle_state == TS_GOING_DOWN )
		{
			DoorGoUp();
		}
		else
		{
			DoorGoDown();
		}
	}

	// Block all door pieces with the same targetname here.
	if( HasTargetname() )
	{
		CBaseEntity* pTarget = nullptr;
		while( ( pTarget = UTIL_FindEntityByTargetname( pTarget, GetTargetname() ) ) != nullptr )
		{
			if( pTarget != this )
			{
				if( pTarget->ClassnameIs( "func_door" ) || pTarget->ClassnameIs( "func_door_rotating" ) )
				{
					pDoor = static_cast<CBaseDoor*>( pTarget );

					if( pDoor->m_flWait >= 0 )
					{
						//TODO: comparing avel with vel is probably wrong - Solokiller
						if( pDoor->GetAbsVelocity() == GetAbsVelocity() && pDoor->GetAngularVelocity() == GetAbsVelocity() )
						{
							// this is the most hacked, evil, bastardized thing I've ever seen. kjb
							if( pTarget->ClassnameIs( "func_door" ) )
							{// set origin to realign normal doors
								pDoor->SetAbsOrigin( GetAbsOrigin() );
								pDoor->SetAbsVelocity( g_vecZero );// stop!
							}
							else
							{// set angles to realign rotating doors
								pDoor->SetAbsAngles( GetAbsAngles() );
								pDoor->SetAngularVelocity( g_vecZero );
							}
						}

						if( !GetSpawnFlags().Any( SF_DOOR_SILENT ) )
							STOP_SOUND( this, CHAN_STATIC, ( char* ) STRING( pev->noiseMoving ) );

						if( pDoor->m_toggle_state == TS_GOING_DOWN )
							pDoor->DoorGoUp();
						else
							pDoor->DoorGoDown();
					}
				}
			}
		}
	}
}