// 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 ); } } }
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 ); } } }
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 ); } } }
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(); } } } }
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(); } } } } } }
/* <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(); } } } }
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(); } } } } } }