remove(e);
DID_CHEAT();
break;
- case "warp":
- IS_CHEAT(0, argc, 0);
- if(argc == 2) if(autocvar_g_campaign)
- {
- CampaignLevelWarp(stof(argv(1)));
- DID_CHEAT();
- }
- break;
case "god":
IS_CHEAT(0, argc, 0);
BITXOR_ASSIGN(self.flags, FL_GODMODE);
END_CHEAT_FUNCTION();
}
-void crosshair_trace_plusvisibletriggers(entity pl);
+float Drag(entity e, float grab);
void Drag_Begin(entity dragger, entity draggee, vector touchpoint);
void Drag_Finish(entity dragger);
float Drag_IsDraggable(entity draggee);
{
BEGIN_CHEAT_FUNCTION();
+ // Dragging can be used as either a cheat, or a function for some objects. If sv_cheats is active,
+ // the cheat dragging is used (unlimited pickup range and any entity can be carried). If sv_cheats
+ // is disabled, normal dragging is used (limited pickup range and only dragable objects can be carried),
+ // grabbing itself no longer being accounted as cheating.
+
+ switch(0)
+ {
+ default:
+ if(autocvar_sv_cheats)
+ {
+ // use cheat dragging if cheats are enabled
+ IS_CHEAT(0, 0, CHRAME_DRAG);
+ crosshair_trace_plusvisibletriggers(self);
+ if(Drag(trace_ent, TRUE))
+ DID_CHEAT();
+ }
+ else
+ {
+ // drag is TRUE if the object can be picked up. While an object is being carried, the Drag() function
+ // must execute for it either way, otherwise it would cause bugs if it went out of the player's trace.
+ // This also makes sure that an object can only pe picked up if in range, but does not get dropped if
+ // it goes out of range while slinging it around.
+
+ float drag;
+ makevectors(self.v_angle);
+ WarpZone_TraceLine(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * autocvar_g_grab_range, MOVE_NORMAL, self);
+ switch(trace_ent.grab)
+ {
+ case 0: // can't grab
+ break;
+ case 1: // owner can grab
+ if(trace_ent.owner == self || trace_ent.realowner == self)
+ drag = TRUE;
+ break;
+ case 2: // owner and team mates can grab
+ if(!IsDifferentTeam(trace_ent.owner, self) || !IsDifferentTeam(trace_ent.realowner, self) || trace_ent.team == self.team)
+ drag = TRUE;
+ break;
+ case 3: // anyone can grab
+ drag = TRUE;
+ break;
+ default:
+ break;
+ }
+ Drag(trace_ent, drag); // execute dragging
+ }
+ break;
+ }
+
+ END_CHEAT_FUNCTION();
+}
+
+
+
+
+
+// ENTITY DRAGGING
+
+float Drag(entity e, float pick)
+{
+ // returns TRUE when an entity has been picked up
+ // If pick is TRUE, the object can also be picked up if it's not being held already
+ // If pick is FALSE, only keep dragging the object if it's already being held
+
if(Drag_IsDragging(self))
{
if(self.BUTTON_DRAG)
else
{
if(Drag_CanDrag(self))
- if(self.BUTTON_DRAG)
+ if(self.BUTTON_DRAG && pick)
{
- crosshair_trace_plusvisibletriggers(self);
- if(trace_ent)
- if(Drag_IsDraggable(trace_ent))
- switch(0)
- {
- default:
- IS_CHEAT(0, 0, CHRAME_DRAG);
- if(trace_ent.draggedby)
- Drag_Finish(trace_ent.draggedby);
- if(trace_ent.tag_entity)
- detach_sameorigin(trace_ent);
- Drag_Begin(self, trace_ent, trace_endpos);
- DID_CHEAT();
- break;
- }
+ if(e)
+ if(Drag_IsDraggable(e))
+ {
+ if(e.draggedby)
+ Drag_Finish(e.draggedby);
+ if(e.tag_entity)
+ detach_sameorigin(e);
+ Drag_Begin(self, e, trace_endpos);
+ return TRUE;
+ }
}
}
-
- END_CHEAT_FUNCTION();
-}
-
-
-
-
-
-// ENTITY DRAGGING
-
-void crosshair_trace_plusvisibletriggers(entity pl)
-{
- entity first;
- entity e;
- first = findchainfloat(solid, SOLID_TRIGGER);
-
- for (e = first; e; e = e.chain)
- if (e.model != "")
- e.solid = SOLID_BSP;
-
- crosshair_trace(pl);
-
- for (e = first; e; e = e.chain)
- e.solid = SOLID_TRIGGER;
+ return FALSE;
}
// on dragger:
float Drag_IsDraggable(entity draggee)
{
// TODO add more checks for bad stuff here
+ if(draggee == world)
+ return FALSE;
if(draggee.classname == "func_bobbing")
return FALSE;
if(draggee.classname == "door") // FIXME find out why these must be excluded, or work around the problem (trying to drag these causes like 4 fps)
}
}
-
-
-
-
-
void DragBox_Think()
{
if(self.aiment && self.enemy)