2 REGISTER_NET_LINKED(ENT_CLIENT_CONVEYOR)
4 void conveyor_think(entity this)
7 // TODO: check if this is what is causing the glitchiness when switching between them
8 float dt = time - this.move_time;
10 if(dt <= 0) { return; }
13 // set myself as current conveyor where possible
14 IL_EACH(g_conveyed, it.conveyor == this,
17 IL_REMOVE(g_conveyed, it);
22 FOREACH_ENTITY_RADIUS((this.absmin + this.absmax) * 0.5, vlen(this.absmax - this.absmin) * 0.5 + 1, !it.conveyor.state && isPushable(it),
24 vector emin = it.absmin;
25 vector emax = it.absmax;
26 if(this.solid == SOLID_BSP)
31 if(boxesoverlap(emin, emax, this.absmin, this.absmax)) // quick
32 if(WarpZoneLib_BoxTouchesBrush(emin, emax, this, it)) // accurate
35 IL_PUSH(g_conveyed, it);
40 IL_EACH(g_conveyed, it.conveyor == this,
42 if(IS_CLIENT(it)) // doing it via velocity has quite some advantages
43 continue; // done in SV_PlayerPhysics continue;
45 setorigin(it, it.origin + this.movedir * PHYS_INPUT_FRAMETIME);
46 move_out_of_solid(it);
48 UpdateCSQCProjectile(it);
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);
60 this.nextthink = time;
66 void conveyor_use(entity this, entity actor, entity trigger)
68 this.state = !this.state;
70 this.SendFlags |= SF_TRIGGER_UPDATE;
73 void conveyor_reset(entity this)
75 if(this.spawnflags & CONVEYOR_START_ENABLED)
77 this.state = STATE_ON;
80 this.SendFlags |= SF_TRIGGER_UPDATE;
83 bool conveyor_send(entity this, entity to, int sendflags)
85 WriteHeader(MSG_ENTITY, ENT_CLIENT_CONVEYOR);
86 WriteByte(MSG_ENTITY, sendflags);
88 if(sendflags & SF_TRIGGER_INIT)
90 WriteByte(MSG_ENTITY, this.warpzone_isboxy);
91 WriteVector(MSG_ENTITY, this.origin);
93 WriteVector(MSG_ENTITY, this.mins);
94 WriteVector(MSG_ENTITY, this.maxs);
96 WriteVector(MSG_ENTITY, this.movedir);
98 WriteByte(MSG_ENTITY, this.speed);
99 WriteByte(MSG_ENTITY, this.state);
101 WriteString(MSG_ENTITY, this.targetname);
102 WriteString(MSG_ENTITY, this.target);
105 if(sendflags & SF_TRIGGER_UPDATE)
106 WriteByte(MSG_ENTITY, this.state);
111 void conveyor_init(entity this)
113 if (!this.speed) this.speed = 200;
114 this.movedir *= this.speed;
115 setthink(this, conveyor_think);
116 this.nextthink = time;
119 this.use = conveyor_use;
120 this.reset = conveyor_reset;
124 this.state = STATE_ON;
128 Net_LinkEntity(this, 0, false, conveyor_send);
130 this.SendFlags |= SF_TRIGGER_INIT;
133 spawnfunc(trigger_conveyor)
140 spawnfunc(func_conveyor)
143 InitMovingBrushTrigger(this);
144 set_movetype(this, MOVETYPE_NONE);
150 void conveyor_draw(entity this) { conveyor_think(this); }
152 void conveyor_init(entity this, bool isnew)
155 IL_PUSH(g_drawables, this);
156 this.draw = conveyor_draw;
157 this.drawmask = MASK_NORMAL;
159 set_movetype(this, MOVETYPE_NONE);
161 this.solid = SOLID_TRIGGER;
162 this.move_time = time;
165 NET_HANDLE(ENT_CLIENT_CONVEYOR, bool isnew)
167 int sendflags = ReadByte();
169 if(sendflags & SF_TRIGGER_INIT)
171 this.warpzone_isboxy = ReadByte();
172 this.origin = ReadVector();
173 setorigin(this, this.origin);
175 this.mins = ReadVector();
176 this.maxs = ReadVector();
177 setsize(this, this.mins, this.maxs);
179 this.movedir = ReadVector();
181 this.speed = ReadByte();
182 this.state = ReadByte();
184 this.targetname = strzone(ReadString());
185 this.target = strzone(ReadString());
187 conveyor_init(this, isnew);
190 if(sendflags & SF_TRIGGER_UPDATE)
191 this.state = ReadByte();