.float train_wait_turning;
-void() train_next;
-void train_wait()
-{SELFPARAM();
- WITH(entity, self, self.enemy, SUB_UseTargets());
+void train_next(entity this);
+#ifdef SVQC
+void train_use(entity this, entity actor, entity trigger);
+#endif
+void train_wait(entity this)
+{
+ SUB_UseTargets(this.enemy, NULL, NULL);
self.enemy = world;
// if turning is enabled, the train will turn toward the next point while waiting
ang_x = -ang_x; // flip up / down orientation
if(self.wait > 0) // slow turning
- SUB_CalcAngleMove(ang, TSPEED_TIME, self.SUB_LTIME - time + self.wait, train_wait);
+ SUB_CalcAngleMove(self, ang, TSPEED_TIME, self.SUB_LTIME - time + self.wait, train_wait);
else // instant turning
- SUB_CalcAngleMove(ang, TSPEED_TIME, 0.0000001, train_wait);
+ SUB_CalcAngleMove(self, ang, TSPEED_TIME, 0.0000001, train_wait);
self.train_wait_turning = true;
return;
}
stopsoundto(MSG_BROADCAST, self, CH_TRIGGER_SINGLE); // send this as unreliable only, as the train will resume operation shortly anyway
#endif
- if(self.wait < 0 || self.train_wait_turning) // no waiting or we already waited while turning
+#ifdef SVQC
+ entity tg = find(world, targetname, self.target);
+ if(tg.spawnflags & 4)
+ {
+ self.use = train_use;
+ SUB_THINK(self, func_null);
+ self.SUB_NEXTTHINK = 0;
+ }
+ else
+#endif
+ if(self.wait < 0 || self.train_wait_turning) // no waiting or we already waited while turning
{
self.train_wait_turning = false;
- train_next();
+ train_next(self);
}
else
{
- self.SUB_THINK = train_next;
+ SUB_THINK(self, train_next);
self.SUB_NEXTTHINK = self.SUB_LTIME + self.wait;
}
}
-void train_next()
-{SELFPARAM();
+void train_next(entity this)
+{
entity targ, cp = world;
vector cp_org = '0 0 0';
if (targ.speed)
{
if (cp)
- SUB_CalcMove_Bezier(cp_org, targ.origin - self.view_ofs, TSPEED_LINEAR, targ.speed, train_wait);
+ SUB_CalcMove_Bezier(self, cp_org, targ.origin - self.view_ofs, TSPEED_LINEAR, targ.speed, train_wait);
else
- SUB_CalcMove(targ.origin - self.view_ofs, TSPEED_LINEAR, targ.speed, train_wait);
+ SUB_CalcMove(self, targ.origin - self.view_ofs, TSPEED_LINEAR, targ.speed, train_wait);
}
else
{
if (cp)
- SUB_CalcMove_Bezier(cp_org, targ.origin - self.view_ofs, TSPEED_LINEAR, self.speed, train_wait);
+ SUB_CalcMove_Bezier(self, cp_org, targ.origin - self.view_ofs, TSPEED_LINEAR, self.speed, train_wait);
else
- SUB_CalcMove(targ.origin - self.view_ofs, TSPEED_LINEAR, self.speed, train_wait);
+ SUB_CalcMove(self, targ.origin - self.view_ofs, TSPEED_LINEAR, self.speed, train_wait);
}
if(self.noise != "")
_sound(self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_IDLE);
}
+REGISTER_NET_LINKED(ENT_CLIENT_TRAIN)
+
#ifdef SVQC
-float train_send(entity to, float sf)
-{SELFPARAM();
- WriteByte(MSG_ENTITY, ENT_CLIENT_TRAIN);
+float train_send(entity this, entity to, float sf)
+{
+ WriteHeader(MSG_ENTITY, ENT_CLIENT_TRAIN);
WriteByte(MSG_ENTITY, sf);
if(sf & SF_TRIGGER_INIT)
WriteString(MSG_ENTITY, self.model);
- trigger_common_write(true);
+ trigger_common_write(self, true);
WriteString(MSG_ENTITY, self.curvetarget);
//Net_LinkEntity(self, 0, false, train_send);
}
-void func_train_find()
-{SELFPARAM();
+void train_use(entity this, entity actor, entity trigger)
+{
+ this.SUB_NEXTTHINK = this.SUB_LTIME + 1;
+ SUB_THINK(this, train_next);
+ this.use = func_null; // not again
+}
+
+void func_train_find(entity this)
+{
entity targ;
targ = find(world, targetname, self.target);
self.target = targ.target;
if (self.target == "")
objerror("func_train_find: no next target");
SUB_SETORIGIN(self, targ.origin - self.view_ofs);
- self.SUB_NEXTTHINK = self.SUB_LTIME + 1;
- self.SUB_THINK = train_next;
+
+ if(!(self.spawnflags & 4))
+ {
+ self.SUB_NEXTTHINK = self.SUB_LTIME + 1;
+ SUB_THINK(self, train_next);
+ }
train_link();
}
target : targetname of first spawnfunc_path_corner (starts here)
*/
#ifdef SVQC
-void spawnfunc_func_train()
-{SELFPARAM();
- if (self.noise != "")
- precache_sound(self.noise);
+spawnfunc(func_train)
+{
+ if (this.noise != "")
+ precache_sound(this.noise);
- if (self.target == "")
+ if (this.target == "")
objerror("func_train without a target");
- if (!self.speed)
- self.speed = 100;
+ if (!this.speed)
+ this.speed = 100;
- if (!InitMovingBrushTrigger())
+ if (!InitMovingBrushTrigger(this))
return;
- self.effects |= EF_LOWPRECISION;
+ this.effects |= EF_LOWPRECISION;
+
+ if(this.spawnflags & 4)
+ this.use = train_use;
- if (self.spawnflags & 2)
+ if (this.spawnflags & 2)
{
- self.platmovetype_turn = true;
- self.view_ofs = '0 0 0'; // don't offset a rotating train, origin works differently now
+ this.platmovetype_turn = true;
+ this.view_ofs = '0 0 0'; // don't offset a rotating train, origin works differently now
}
else
- self.view_ofs = self.mins;
+ this.view_ofs = this.mins;
// wait for targets to spawn
- InitializeEntity(self, func_train_find, INITPRIO_FINDTARGET);
-
- self.blocked = generic_plat_blocked;
- if(self.dmg && (self.message == ""))
- self.message = " was squished";
- if(self.dmg && (self.message2 == ""))
- self.message2 = "was squished by";
- if(self.dmg && (!self.dmgtime))
- self.dmgtime = 0.25;
- self.dmgtime2 = time;
-
- if(!set_platmovetype(self, self.platmovetype))
+ InitializeEntity(this, func_train_find, INITPRIO_FINDTARGET);
+
+ this.blocked = generic_plat_blocked;
+ if(this.dmg && (this.message == ""))
+ this.message = " was squished";
+ if(this.dmg && (this.message2 == ""))
+ this.message2 = "was squished by";
+ if(this.dmg && (!this.dmgtime))
+ this.dmgtime = 0.25;
+ this.dmgtime2 = time;
+
+ if(!set_platmovetype(this, this.platmovetype))
return;
- self.platmovetype_start_default = self.platmovetype_start;
- self.platmovetype_end_default = self.platmovetype_end;
+ this.platmovetype_start_default = this.platmovetype_start;
+ this.platmovetype_end_default = this.platmovetype_end;
// TODO make a reset function for this one
}
#elif defined(CSQC)
-void train_draw()
+void train_draw(entity this)
{
//Movetype_Physics_NoMatchServer();
- Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
+ Movetype_Physics_MatchServer(this, autocvar_cl_projectiles_sloppy);
}
-void ent_train()
-{SELFPARAM();
+NET_HANDLE(ENT_CLIENT_TRAIN, bool isnew)
+{
float sf = ReadByte();
if(sf & SF_TRIGGER_INIT)
{
- self.platmovetype = strzone(ReadString());
- self.platmovetype_turn = ReadByte();
- self.spawnflags = ReadByte();
+ this.platmovetype = strzone(ReadString());
+ this.platmovetype_turn = ReadByte();
+ this.spawnflags = ReadByte();
- self.model = strzone(ReadString());
- _setmodel(self, self.model);
+ this.model = strzone(ReadString());
+ _setmodel(this, this.model);
- trigger_common_read(true);
+ trigger_common_read(this, true);
- self.curvetarget = strzone(ReadString());
+ this.curvetarget = strzone(ReadString());
- self.pos1_x = ReadCoord();
- self.pos1_y = ReadCoord();
- self.pos1_z = ReadCoord();
- self.pos2_x = ReadCoord();
- self.pos2_y = ReadCoord();
- self.pos2_z = ReadCoord();
+ this.pos1_x = ReadCoord();
+ this.pos1_y = ReadCoord();
+ this.pos1_z = ReadCoord();
+ this.pos2_x = ReadCoord();
+ this.pos2_y = ReadCoord();
+ this.pos2_z = ReadCoord();
- self.size_x = ReadCoord();
- self.size_y = ReadCoord();
- self.size_z = ReadCoord();
+ this.size_x = ReadCoord();
+ this.size_y = ReadCoord();
+ this.size_z = ReadCoord();
- self.view_ofs_x = ReadCoord();
- self.view_ofs_y = ReadCoord();
- self.view_ofs_z = ReadCoord();
+ this.view_ofs_x = ReadCoord();
+ this.view_ofs_y = ReadCoord();
+ this.view_ofs_z = ReadCoord();
- self.mangle_x = ReadAngle();
- self.mangle_y = ReadAngle();
- self.mangle_z = ReadAngle();
+ this.mangle_x = ReadAngle();
+ this.mangle_y = ReadAngle();
+ this.mangle_z = ReadAngle();
- self.speed = ReadShort();
- self.height = ReadShort();
- self.lip = ReadByte();
- self.state = ReadByte();
- self.wait = ReadByte();
+ this.speed = ReadShort();
+ this.height = ReadShort();
+ this.lip = ReadByte();
+ this.state = ReadByte();
+ this.wait = ReadByte();
- self.dmg = ReadShort();
- self.dmgtime = ReadByte();
+ this.dmg = ReadShort();
+ this.dmgtime = ReadByte();
- self.classname = "func_train";
- self.solid = SOLID_BSP;
- self.movetype = MOVETYPE_PUSH;
- self.drawmask = MASK_NORMAL;
- self.draw = train_draw;
- self.entremove = trigger_remove_generic;
+ this.classname = "func_train";
+ this.solid = SOLID_BSP;
+ this.movetype = MOVETYPE_PUSH;
+ this.drawmask = MASK_NORMAL;
+ this.draw = train_draw;
+ this.entremove = trigger_remove_generic;
- if(set_platmovetype(self, self.platmovetype))
+ if(set_platmovetype(this, this.platmovetype))
{
- self.platmovetype_start_default = self.platmovetype_start;
- self.platmovetype_end_default = self.platmovetype_end;
+ this.platmovetype_start_default = this.platmovetype_start;
+ this.platmovetype_end_default = this.platmovetype_end;
}
// everything is set up by the time the train is linked, we shouldn't need this
//func_train_find();
// but we will need these
- //self.move_nextthink = self.move_ltime + 0.1;
- //self.move_think = train_next;
- train_next();
-
- self.move_movetype = MOVETYPE_PUSH;
- self.move_origin = self.origin;
- self.move_angles = self.angles;
- self.move_time = time;
+ //this.move_nextthink = this.move_ltime + 0.1;
+ //this.move_think = train_next;
+ WITHSELF(this, train_next(this));
+
+ this.move_movetype = MOVETYPE_PUSH;
+ this.move_origin = this.origin;
+ this.move_angles = this.angles;
+ this.move_time = time;
}
if(sf & SF_TRIGGER_RESET)
{
// TODO: make a reset function for trains
}
+
+ return true;
}
#endif