-#ifdef SVQC
.float train_wait_turning;
void() train_next;
void train_wait()
-{
- entity oldself;
- oldself = self;
- self = self.enemy;
- SUB_UseTargets();
- self = oldself;
+{SELFPARAM();
+ WITH(entity, self, self.enemy, SUB_UseTargets());
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.ltime - time + self.wait, train_wait);
+ SUB_CalcAngleMove(ang, TSPEED_TIME, self.SUB_LTIME - time + self.wait, train_wait);
else // instant turning
SUB_CalcAngleMove(ang, TSPEED_TIME, 0.0000001, train_wait);
self.train_wait_turning = true;
return;
}
+#ifdef SVQC
if(self.noise != "")
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
{
}
else
{
- self.think = train_next;
- self.nextthink = self.ltime + self.wait;
+ self.SUB_THINK = train_next;
+ self.SUB_NEXTTHINK = self.SUB_LTIME + self.wait;
}
}
void train_next()
-{
+{SELFPARAM();
entity targ, cp = world;
vector cp_org = '0 0 0';
}
if(self.noise != "")
- sound(self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_IDLE);
+ _sound(self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_IDLE);
}
-void func_train_find()
+#ifdef SVQC
+float train_send(entity to, float sf)
+{SELFPARAM();
+ WriteHeader(MSG_ENTITY, ENT_CLIENT_TRAIN);
+ WriteByte(MSG_ENTITY, sf);
+
+ if(sf & SF_TRIGGER_INIT)
+ {
+ WriteString(MSG_ENTITY, self.platmovetype);
+ WriteByte(MSG_ENTITY, self.platmovetype_turn);
+ WriteByte(MSG_ENTITY, self.spawnflags);
+
+ WriteString(MSG_ENTITY, self.model);
+
+ trigger_common_write(true);
+
+ WriteString(MSG_ENTITY, self.curvetarget);
+
+ WriteCoord(MSG_ENTITY, self.pos1_x);
+ WriteCoord(MSG_ENTITY, self.pos1_y);
+ WriteCoord(MSG_ENTITY, self.pos1_z);
+ WriteCoord(MSG_ENTITY, self.pos2_x);
+ WriteCoord(MSG_ENTITY, self.pos2_y);
+ WriteCoord(MSG_ENTITY, self.pos2_z);
+
+ WriteCoord(MSG_ENTITY, self.size_x);
+ WriteCoord(MSG_ENTITY, self.size_y);
+ WriteCoord(MSG_ENTITY, self.size_z);
+
+ WriteCoord(MSG_ENTITY, self.view_ofs_x);
+ WriteCoord(MSG_ENTITY, self.view_ofs_y);
+ WriteCoord(MSG_ENTITY, self.view_ofs_z);
+
+ WriteAngle(MSG_ENTITY, self.mangle_x);
+ WriteAngle(MSG_ENTITY, self.mangle_y);
+ WriteAngle(MSG_ENTITY, self.mangle_z);
+
+ WriteShort(MSG_ENTITY, self.speed);
+ WriteShort(MSG_ENTITY, self.height);
+ WriteByte(MSG_ENTITY, self.lip);
+ WriteByte(MSG_ENTITY, self.state);
+ WriteByte(MSG_ENTITY, self.wait);
+
+ WriteShort(MSG_ENTITY, self.dmg);
+ WriteByte(MSG_ENTITY, self.dmgtime);
+ }
+
+ if(sf & SF_TRIGGER_RESET)
+ {
+ // used on client
+ }
+
+ return true;
+}
+
+void train_link()
{
+ //Net_LinkEntity(self, 0, false, train_send);
+}
+
+void train_use()
+{
+ self.SUB_NEXTTHINK = self.SUB_LTIME + 1;
+ self.SUB_THINK = train_next;
+ self.use = func_null; // not again
+}
+
+void func_train_find()
+{SELFPARAM();
entity targ;
targ = find(world, targetname, self.target);
self.target = targ.target;
if (self.target == "")
objerror("func_train_find: no next target");
- setorigin(self, targ.origin - self.view_ofs);
- self.nextthink = self.ltime + 1;
- self.think = train_next;
+ SUB_SETORIGIN(self, targ.origin - self.view_ofs);
+
+ if(!(self.spawnflags & 4))
+ {
+ self.SUB_NEXTTHINK = self.SUB_LTIME + 1;
+ self.SUB_THINK = train_next;
+ }
+
+ train_link();
}
+#endif
+
/*QUAKED spawnfunc_func_train (0 .5 .8) ?
Ridable platform, targets spawnfunc_path_corner path to follow.
speed : speed the train moves (can be overridden by each spawnfunc_path_corner)
target : targetname of first spawnfunc_path_corner (starts here)
*/
-void spawnfunc_func_train()
+#ifdef SVQC
+spawnfunc(func_train)
{
if (self.noise != "")
precache_sound(self.noise);
if (!InitMovingBrushTrigger())
return;
self.effects |= EF_LOWPRECISION;
-
+
+ if(self.spawnflags & 4)
+ self.use = train_use;
+
if (self.spawnflags & 2)
{
self.platmovetype_turn = true;
self.view_ofs = self.mins;
// wait for targets to spawn
- InitializeEntity(self, func_train_find, INITPRIO_SETLOCATION);
+ InitializeEntity(self, func_train_find, INITPRIO_FINDTARGET);
self.blocked = generic_plat_blocked;
if(self.dmg && (self.message == ""))
// TODO make a reset function for this one
}
+#elif defined(CSQC)
+void train_draw(entity this)
+{
+ //Movetype_Physics_NoMatchServer();
+ Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
+}
+
+void ent_train()
+{SELFPARAM();
+ float sf = ReadByte();
+
+ if(sf & SF_TRIGGER_INIT)
+ {
+ self.platmovetype = strzone(ReadString());
+ self.platmovetype_turn = ReadByte();
+ self.spawnflags = ReadByte();
+
+ self.model = strzone(ReadString());
+ _setmodel(self, self.model);
+
+ trigger_common_read(true);
+
+ self.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();
+
+ self.size_x = ReadCoord();
+ self.size_y = ReadCoord();
+ self.size_z = ReadCoord();
+
+ self.view_ofs_x = ReadCoord();
+ self.view_ofs_y = ReadCoord();
+ self.view_ofs_z = ReadCoord();
+
+ self.mangle_x = ReadAngle();
+ self.mangle_y = ReadAngle();
+ self.mangle_z = ReadAngle();
+
+ self.speed = ReadShort();
+ self.height = ReadShort();
+ self.lip = ReadByte();
+ self.state = ReadByte();
+ self.wait = ReadByte();
+
+ self.dmg = ReadShort();
+ self.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;
+
+ if(set_platmovetype(self, self.platmovetype))
+ {
+ self.platmovetype_start_default = self.platmovetype_start;
+ self.platmovetype_end_default = self.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;
+ }
+
+ if(sf & SF_TRIGGER_RESET)
+ {
+ // TODO: make a reset function for trains
+ }
+}
+
#endif