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1 #include "conveyor.qh"
2 REGISTER_NET_LINKED(ENT_CLIENT_CONVEYOR)
3
4 void conveyor_think(entity this)
5 {
6 #ifdef CSQC
7         // TODO: check if this is what is causing the glitchiness when switching between them
8         float dt = time - this.move_time;
9         this.move_time = time;
10         if(dt <= 0) { return; }
11 #endif
12
13         // set myself as current conveyor where possible
14         IL_EACH(g_conveyed, it.conveyor == this,
15         {
16                 it.conveyor = NULL;
17                 IL_REMOVE(g_conveyed, it);
18         });
19
20         if(this.state)
21         {
22                 FOREACH_ENTITY_RADIUS((this.absmin + this.absmax) * 0.5, vlen(this.absmax - this.absmin) * 0.5 + 1, !it.conveyor.state && isPushable(it),
23                 {
24                         vector emin = it.absmin;
25                         vector emax = it.absmax;
26                         if(this.solid == SOLID_BSP)
27                         {
28                                 emin -= '1 1 1';
29                                 emax += '1 1 1';
30                         }
31                         if(boxesoverlap(emin, emax, this.absmin, this.absmax)) // quick
32                                 if(WarpZoneLib_BoxTouchesBrush(emin, emax, this, it)) // accurate
33                                 {
34                                         if(!it.conveyor)
35                                                 IL_PUSH(g_conveyed, it);
36                                         it.conveyor = this;
37                                 }
38                 });
39
40                 IL_EACH(g_conveyed, it.conveyor == this,
41                 {
42                         if(IS_CLIENT(it)) // doing it via velocity has quite some advantages
43                                 continue; // done in SV_PlayerPhysics   continue;
44
45                         setorigin(it, it.origin + this.movedir * PHYS_INPUT_FRAMETIME);
46                         move_out_of_solid(it);
47 #ifdef SVQC
48                         UpdateCSQCProjectile(it);
49 #endif
50                         /*
51                         // stupid conveyor code
52                         tracebox(it.origin, it.mins, it.maxs, it.origin + this.movedir * sys_frametime, MOVE_NORMAL, it);
53                         if(trace_fraction > 0)
54                                 setorigin(it, trace_endpos);
55                         */
56                 });
57         }
58
59 #ifdef SVQC
60         this.nextthink = time;
61 #endif
62 }
63
64 #ifdef SVQC
65
66 void conveyor_use(entity this, entity actor, entity trigger)
67 {
68         this.state = !this.state;
69
70         this.SendFlags |= 2;
71 }
72
73 void conveyor_reset(entity this)
74 {
75         this.state = (this.spawnflags & 1);
76
77         this.SendFlags |= 2;
78 }
79
80 bool conveyor_send(entity this, entity to, int sf)
81 {
82         WriteHeader(MSG_ENTITY, ENT_CLIENT_CONVEYOR);
83         WriteByte(MSG_ENTITY, sf);
84
85         if(sf & 1)
86         {
87                 WriteByte(MSG_ENTITY, this.warpzone_isboxy);
88                 WriteVector(MSG_ENTITY, this.origin);
89
90                 WriteVector(MSG_ENTITY, this.mins);
91                 WriteVector(MSG_ENTITY, this.maxs);
92
93                 WriteVector(MSG_ENTITY, this.movedir);
94
95                 WriteByte(MSG_ENTITY, this.speed);
96                 WriteByte(MSG_ENTITY, this.state);
97
98                 WriteString(MSG_ENTITY, this.targetname);
99                 WriteString(MSG_ENTITY, this.target);
100         }
101
102         if(sf & 2)
103                 WriteByte(MSG_ENTITY, this.state);
104
105         return true;
106 }
107
108 void conveyor_init(entity this)
109 {
110         if (!this.speed) this.speed = 200;
111         this.movedir *= this.speed;
112         setthink(this, conveyor_think);
113         this.nextthink = time;
114         IFTARGETED
115         {
116                 this.use = conveyor_use;
117                 this.reset = conveyor_reset;
118                 this.reset(this);
119         }
120         else
121                 this.state = 1;
122
123         FixSize(this);
124
125         Net_LinkEntity(this, 0, false, conveyor_send);
126
127         this.SendFlags |= 1;
128 }
129
130 spawnfunc(trigger_conveyor)
131 {
132         SetMovedir(this);
133         EXACTTRIGGER_INIT;
134         conveyor_init(this);
135 }
136
137 spawnfunc(func_conveyor)
138 {
139         SetMovedir(this);
140         InitMovingBrushTrigger(this);
141         set_movetype(this, MOVETYPE_NONE);
142         conveyor_init(this);
143 }
144
145 #elif defined(CSQC)
146
147 void conveyor_draw(entity this) { conveyor_think(this); }
148
149 void conveyor_init(entity this, bool isnew)
150 {
151         if(isnew)
152                 IL_PUSH(g_drawables, this);
153         this.draw = conveyor_draw;
154         this.drawmask = MASK_NORMAL;
155
156         set_movetype(this, MOVETYPE_NONE);
157         this.model = "";
158         this.solid = SOLID_TRIGGER;
159         this.move_time = time;
160 }
161
162 NET_HANDLE(ENT_CLIENT_CONVEYOR, bool isnew)
163 {
164         int sf = ReadByte();
165
166         if(sf & 1)
167         {
168                 this.warpzone_isboxy = ReadByte();
169                 this.origin = ReadVector();
170                 setorigin(this, this.origin);
171
172                 this.mins = ReadVector();
173                 this.maxs = ReadVector();
174                 setsize(this, this.mins, this.maxs);
175
176                 this.movedir = ReadVector();
177
178                 this.speed = ReadByte();
179                 this.state = ReadByte();
180
181                 this.targetname = strzone(ReadString());
182                 this.target = strzone(ReadString());
183
184                 conveyor_init(this, isnew);
185         }
186
187         if(sf & 2)
188                 this.state = ReadByte();
189
190         return true;
191 }
192 #endif