2 REGISTER_NET_LINKED(ENT_CLIENT_LADDER)
4 void func_ladder_think(entity this)
8 // TODO: check if this is what is causing the glitchiness when switching between them
9 float dt = time - this.move_time;
10 this.move_time = time;
11 if(dt <= 0) { return; }
14 // set myself as current ladders where possible
15 IL_EACH(g_ladderents, it.ladder_entity == this,
17 it.ladder_entity = NULL;
18 IL_REMOVE(g_ladderents, it);
21 FOREACH_ENTITY_RADIUS((this.absmin + this.absmax) * 0.5, vlen(this.absmax - this.absmin) * 0.5 + 1, !it.ladder_entity && IS_PLAYER(it) && it.move_movetype != MOVETYPE_NOCLIP && !IS_DEAD(it),
23 if (WarpZoneLib_ExactTrigger_Touch(this, it, false))
26 IL_PUSH(g_ladderents, it);
27 it.ladder_entity = this;
32 this.nextthink = time;
37 bool func_ladder_send(entity this, entity to, int sf)
39 WriteHeader(MSG_ENTITY, ENT_CLIENT_LADDER);
41 WriteString(MSG_ENTITY, this.classname);
42 WriteByte(MSG_ENTITY, this.skin);
43 WriteCoord(MSG_ENTITY, this.speed);
45 trigger_common_write(this, false);
50 void func_ladder_link(entity this)
52 trigger_link(this, func_ladder_send);
53 //this.model = "null";
56 void func_ladder_init(entity this)
59 BITSET_ASSIGN(this.effects, EF_NODEPTHTEST);
60 func_ladder_link(this);
61 setthink(this, func_ladder_think);
62 this.nextthink = time;
64 if(min(this.absmax.x - this.absmin.x, this.absmax.y - this.absmin.y) > 100)
67 entity tracetest_ent = spawn();
68 setsize(tracetest_ent, PL_MIN_CONST, PL_MAX_CONST);
69 tracetest_ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
71 vector top_min = (this.absmin + this.absmax) / 2;
72 top_min.z = this.absmax.z;
73 vector top_max = top_min;
74 top_max.z += PL_MAX_CONST.z - PL_MIN_CONST.z;
75 tracebox(top_max + jumpstepheightvec, PL_MIN_CONST, PL_MAX_CONST, top_min, MOVE_NOMONSTERS, tracetest_ent);
78 tracebox(top_max + stepheightvec, PL_MIN_CONST, PL_MAX_CONST, top_min, MOVE_NOMONSTERS, tracetest_ent);
81 tracebox(top_max, PL_MIN_CONST, PL_MAX_CONST, top_min, MOVE_NOMONSTERS, tracetest_ent);
84 if(this.absmax.x - this.absmin.x > PL_MAX_CONST.x - PL_MIN_CONST.x
85 && this.absmax.y - this.absmin.y < this.absmax.x - this.absmin.x)
87 // move top on one side
88 top_max.y = top_min.y = this.absmin.y + (PL_MAX_CONST.y - PL_MIN_CONST.y) * 0.75;
90 else if(this.absmax.y - this.absmin.y > PL_MAX_CONST.y - PL_MIN_CONST.y
91 && this.absmax.x - this.absmin.x < this.absmax.y - this.absmin.y)
93 // move top on one side
94 top_max.x = top_min.x = this.absmin.x + (PL_MAX_CONST.x - PL_MIN_CONST.x) * 0.75;
96 tracebox(top_max, PL_MIN_CONST, PL_MAX_CONST, top_min, MOVE_NOMONSTERS, tracetest_ent);
99 if(this.absmax.x - this.absmin.x > PL_MAX_CONST.x - PL_MIN_CONST.x
100 && this.absmax.y - this.absmin.y < this.absmax.x - this.absmin.x)
102 // alternatively on the other side
103 top_max.y = top_min.y = this.absmax.y - (PL_MAX_CONST.y - PL_MIN_CONST.y) * 0.75;
105 else if(this.absmax.y - this.absmin.y > PL_MAX_CONST.y - PL_MIN_CONST.y
106 && this.absmax.x - this.absmin.x < this.absmax.y - this.absmin.y)
108 // alternatively on the other side
109 top_max.x = top_min.x = this.absmax.x - (PL_MAX_CONST.x - PL_MIN_CONST.x) * 0.75;
111 tracebox(top_max, PL_MIN_CONST, PL_MAX_CONST, top_min, MOVE_NOMONSTERS, tracetest_ent);
116 delete(tracetest_ent);
117 if(trace_startsolid || trace_endpos.z < this.absmax.z)
122 this.bot_pickup = true; // allow bots to make use of this ladder
123 float cost = waypoint_getlinearcost(trace_endpos.z - this.absmin.z);
124 top_min = trace_endpos;
125 waypoint_spawnforteleporter_boxes(this, WAYPOINTFLAG_LADDER, this.absmin, this.absmax, top_min, top_min, cost);
128 spawnfunc(func_ladder)
130 IL_PUSH(g_ladders, this); // TODO: also func_water? bots currently loop through func_ladder only
132 func_ladder_init(this);
135 spawnfunc(func_water)
137 func_ladder_init(this);
143 void func_ladder_draw(entity this) { func_ladder_think(this); }
145 void func_ladder_remove(entity this)
147 IL_EACH(g_ladderents, it.ladder_entity == this,
149 it.ladder_entity = NULL;
150 IL_REMOVE(g_ladderents, it);
152 strfree(this.classname);
155 NET_HANDLE(ENT_CLIENT_LADDER, bool isnew)
157 this.classname = strzone(ReadString());
158 this.skin = ReadByte();
159 this.speed = ReadCoord();
160 this.solid = SOLID_TRIGGER;
162 trigger_common_read(this, false);
165 IL_PUSH(g_drawables, this);
166 this.draw = func_ladder_draw;
167 this.drawmask = MASK_NORMAL;
169 this.move_time = time;
170 this.entremove = func_ladder_remove;