mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-15 15:51:07 +02:00
540 lines
14 KiB
C++
540 lines
14 KiB
C++
// Copyright (C) 2004 Id Software, Inc.
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//
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#include "precompiled.h"
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#pragma hdrstop
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#include "Game_local.h"
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/*
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===============================================================================
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idMoveable
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===============================================================================
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*/
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const idEventDef EV_BecomeNonSolid( "becomeNonSolid" );
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const idEventDef EV_SetOwnerFromSpawnArgs( "<setOwnerFromSpawnArgs>" );
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const idEventDef EV_IsAtRest( "isAtRest", NULL, 'd' );
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const idEventDef EV_EnableDamage( "enableDamage", "f" );
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CLASS_DECLARATION( idEntity, idMoveable )
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EVENT( EV_Activate, idMoveable::Event_Activate )
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EVENT( EV_BecomeNonSolid, idMoveable::Event_BecomeNonSolid )
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EVENT( EV_SetOwnerFromSpawnArgs, idMoveable::Event_SetOwnerFromSpawnArgs )
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EVENT( EV_IsAtRest, idMoveable::Event_IsAtRest )
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EVENT( EV_EnableDamage, idMoveable::Event_EnableDamage )
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END_CLASS
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static const float BOUNCE_SOUND_MIN_VELOCITY = 80.0f;
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static const float BOUNCE_SOUND_MAX_VELOCITY = 200.0f;
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/*
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================
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idMoveable::idMoveable
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================
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*/
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idMoveable::idMoveable( void ) {
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minDamageVelocity = 100.0f;
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maxDamageVelocity = 200.0f;
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nextCollideFxTime = 0;
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nextDamageTime = 0;
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nextSoundTime = 0;
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initialSpline = NULL;
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initialSplineDir = vec3_zero;
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// explode = false; // HUMANHEAD pdm: Removed expode support, use health>0 to make it get removed
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unbindOnDeath = false;
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allowStep = false;
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canDamage = false;
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#ifdef HUMANHEAD //jsh
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fl.networkSync = true;
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#endif
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}
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/*
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================
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idMoveable::~idMoveable
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================
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*/
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idMoveable::~idMoveable( void ) {
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delete initialSpline;
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initialSpline = NULL;
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}
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/*
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================
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idMoveable::Spawn
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================
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*/
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void idMoveable::Spawn( void ) {
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idTraceModel trm;
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float density, friction, bouncyness, mass;
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int clipShrink;
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idStr clipModelName;
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// check if a clip model is set
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spawnArgs.GetString( "clipmodel", "", clipModelName );
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if ( !clipModelName[0] ) {
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clipModelName = spawnArgs.GetString( "model" ); // use the visual model
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}
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if ( !collisionModelManager->TrmFromModel( clipModelName, trm ) ) {
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gameLocal.Error( "idMoveable '%s': cannot load collision model %s", name.c_str(), clipModelName.c_str() );
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return;
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}
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// if the model should be shrinked
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clipShrink = spawnArgs.GetInt( "clipshrink" );
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if ( clipShrink != 0 ) {
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trm.Shrink( clipShrink * CM_CLIP_EPSILON );
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}
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// get rigid body properties
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spawnArgs.GetFloat( "density", "0.5", density );
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density = idMath::ClampFloat( 0.001f, 1000.0f, density );
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spawnArgs.GetFloat( "friction", "0.05", friction );
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friction = idMath::ClampFloat( 0.0f, 1.0f, friction );
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spawnArgs.GetFloat( "bouncyness", "0.6", bouncyness );
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bouncyness = idMath::ClampFloat( 0.0f, 1.0f, bouncyness );
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// explode = spawnArgs.GetBool( "explode" ); // HUMANHEAD pdm: Removed expode support, use health>0 to make it get removed
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unbindOnDeath = spawnArgs.GetBool( "unbindondeath" );
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fxCollide = spawnArgs.GetString( "fx_collide" );
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nextCollideFxTime = 0;
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fl.takedamage = true;
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damage = spawnArgs.GetString( "def_damage", "" );
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canDamage = spawnArgs.GetBool( "damageWhenActive" ) ? false : true;
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minDamageVelocity = spawnArgs.GetFloat( "minDamageVelocity", "100" );
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maxDamageVelocity = spawnArgs.GetFloat( "maxDamageVelocity", "200" );
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nextDamageTime = 0;
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nextSoundTime = 0;
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health = spawnArgs.GetInt( "health", "0" );
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// HUMANHEAD pdm: unused
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// spawnArgs.GetString( "broken", "", brokenModel );
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// HUMANHEAD pdm: unused
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// if ( health ) {
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// if ( brokenModel != "" && !renderModelManager->CheckModel( brokenModel ) ) {
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// gameLocal.Error( "idMoveable '%s' at (%s): cannot load broken model '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), brokenModel.c_str() );
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// }
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// }
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// setup the physics
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physicsObj.SetSelf( this );
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physicsObj.SetClipModel( new idClipModel( trm ), density );
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physicsObj.GetClipModel()->SetMaterial( GetRenderModelMaterial() );
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physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
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physicsObj.SetAxis( GetPhysics()->GetAxis() );
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physicsObj.SetBouncyness( bouncyness );
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physicsObj.SetFriction( 0.6f, 0.6f, friction );
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physicsObj.SetGravity( gameLocal.GetGravity() );
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physicsObj.SetContents( CONTENTS_SOLID );
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physicsObj.SetClipMask( MASK_SOLID | CONTENTS_BODY | CONTENTS_CORPSE | CONTENTS_MOVEABLECLIP );
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SetPhysics( &physicsObj );
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if ( spawnArgs.GetFloat( "mass", "10", mass ) ) {
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physicsObj.SetMass( mass );
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}
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if ( spawnArgs.GetBool( "nodrop" ) ) {
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physicsObj.PutToRest();
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} else {
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physicsObj.DropToFloor();
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}
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if ( spawnArgs.GetBool( "noimpact" ) || spawnArgs.GetBool( "notPushable" ) ) {
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physicsObj.DisableImpact();
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}
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if ( spawnArgs.GetBool( "nonsolid" ) ) {
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BecomeNonSolid();
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}
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allowStep = spawnArgs.GetBool( "allowStep", "1" );
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PostEventMS( &EV_SetOwnerFromSpawnArgs, 0 );
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}
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/*
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================
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idMoveable::Save
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================
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*/
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void idMoveable::Save( idSaveGame *savefile ) const {
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// savefile->WriteString( brokenModel ); // HUMANHEAD pdm: unused
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savefile->WriteString( damage );
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savefile->WriteString( fxCollide );
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savefile->WriteInt( nextCollideFxTime );
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savefile->WriteFloat( minDamageVelocity );
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savefile->WriteFloat( maxDamageVelocity );
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// savefile->WriteBool( explode ); // HUMANHEAD pdm: Removed expode support, use health>0 to make it get removed
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savefile->WriteBool( unbindOnDeath );
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savefile->WriteBool( allowStep );
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savefile->WriteBool( canDamage );
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savefile->WriteInt( nextDamageTime );
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savefile->WriteInt( nextSoundTime );
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savefile->WriteInt( initialSpline != NULL ? initialSpline->GetTime( 0 ) : -1 );
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savefile->WriteVec3( initialSplineDir );
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savefile->WriteStaticObject( physicsObj );
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}
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/*
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================
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idMoveable::Restore
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================
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*/
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void idMoveable::Restore( idRestoreGame *savefile ) {
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int initialSplineTime;
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// savefile->ReadString( brokenModel ); // HUMANHEAD pdm: unused
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savefile->ReadString( damage );
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savefile->ReadString( fxCollide );
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savefile->ReadInt( nextCollideFxTime );
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savefile->ReadFloat( minDamageVelocity );
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savefile->ReadFloat( maxDamageVelocity );
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// savefile->ReadBool( explode ); // HUMANHEAD pdm: Removed expode support, use health>0 to make it get removed
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savefile->ReadBool( unbindOnDeath );
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savefile->ReadBool( allowStep );
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savefile->ReadBool( canDamage );
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savefile->ReadInt( nextDamageTime );
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savefile->ReadInt( nextSoundTime );
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savefile->ReadInt( initialSplineTime );
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savefile->ReadVec3( initialSplineDir );
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if ( initialSplineTime != -1 ) {
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InitInitialSpline( initialSplineTime );
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} else {
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initialSpline = NULL;
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}
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savefile->ReadStaticObject( physicsObj );
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RestorePhysics( &physicsObj );
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}
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/*
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================
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idMoveable::Hide
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================
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*/
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void idMoveable::Hide( void ) {
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idEntity::Hide();
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physicsObj.SetContents( 0 );
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}
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/*
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================
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idMoveable::Show
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================
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*/
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void idMoveable::Show( void ) {
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idEntity::Show();
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if ( !spawnArgs.GetBool( "nonsolid" ) ) {
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physicsObj.SetContents( CONTENTS_SOLID );
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}
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}
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/*
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=================
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idMoveable::Collide
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=================
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*/
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bool idMoveable::Collide( const trace_t &collision, const idVec3 &velocity ) {
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float v, f;
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idVec3 dir;
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idEntity *ent;
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v = -( velocity * collision.c.normal );
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if ( v > BOUNCE_SOUND_MIN_VELOCITY && gameLocal.time > nextSoundTime ) {
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f = v > BOUNCE_SOUND_MAX_VELOCITY ? 1.0f : idMath::Sqrt( v - BOUNCE_SOUND_MIN_VELOCITY ) * ( 1.0f / idMath::Sqrt( BOUNCE_SOUND_MAX_VELOCITY - BOUNCE_SOUND_MIN_VELOCITY ) );
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if ( StartSound( "snd_bounce", SND_CHANNEL_ANY, 0, false, NULL ) ) {
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// don't set the volume unless there is a bounce sound as it overrides the entire channel
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// which causes footsteps on ai's to not honor their shader parms
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SetSoundVolume( f );
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}
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nextSoundTime = gameLocal.time + 500;
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}
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if ( canDamage && damage.Length() && gameLocal.time > nextDamageTime ) {
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ent = gameLocal.entities[ collision.c.entityNum ];
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if ( ent && v > minDamageVelocity ) {
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f = v > maxDamageVelocity ? 1.0f : idMath::Sqrt( v - minDamageVelocity ) * ( 1.0f / idMath::Sqrt( maxDamageVelocity - minDamageVelocity ) );
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dir = velocity;
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dir.NormalizeFast();
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ent->Damage( this, GetPhysics()->GetClipModel()->GetOwner(), dir, damage, f, INVALID_JOINT );
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nextDamageTime = gameLocal.time + 1000;
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}
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}
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if ( fxCollide.Length() && gameLocal.time > nextCollideFxTime ) {
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idEntityFx::StartFx( fxCollide, &collision.c.point, NULL, this, false );
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nextCollideFxTime = gameLocal.time + 3500;
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}
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return false;
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}
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/*
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============
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idMoveable::Killed
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============
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*/
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void idMoveable::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
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/* HUMANHEAD pdm: overridden
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if ( unbindOnDeath ) {
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Unbind();
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}
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if ( brokenModel != "" ) {
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SetModel( brokenModel );
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}
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if ( explode ) {
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if ( brokenModel == "" ) {
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PostEventMS( &EV_Remove, 1000 );
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}
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}
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if ( renderEntity.gui[ 0 ] ) {
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renderEntity.gui[ 0 ] = NULL;
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}
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ActivateTargets( this );
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fl.takedamage = false;
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*/
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}
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/*
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================
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idMoveable::AllowStep
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================
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*/
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bool idMoveable::AllowStep( void ) const {
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return allowStep;
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}
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/*
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================
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idMoveable::BecomeNonSolid
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================
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*/
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void idMoveable::BecomeNonSolid( void ) {
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// set CONTENTS_RENDERMODEL so bullets still collide with the moveable
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physicsObj.SetContents( CONTENTS_CORPSE | CONTENTS_RENDERMODEL );
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physicsObj.SetClipMask( MASK_SOLID | CONTENTS_CORPSE | CONTENTS_MOVEABLECLIP );
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}
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/*
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================
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idMoveable::EnableDamage
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================
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*/
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void idMoveable::EnableDamage( bool enable, float duration ) {
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canDamage = enable;
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if ( duration ) {
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PostEventSec( &EV_EnableDamage, duration, ( !enable ) ? 0.0f : 1.0f );
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}
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}
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/*
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================
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idMoveable::InitInitialSpline
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================
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*/
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void idMoveable::InitInitialSpline( int startTime ) {
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int initialSplineTime;
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initialSpline = GetSpline();
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initialSplineTime = spawnArgs.GetInt( "initialSplineTime", "300" );
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if ( initialSpline != NULL ) {
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initialSpline->MakeUniform( initialSplineTime );
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initialSpline->ShiftTime( startTime - initialSpline->GetTime( 0 ) );
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initialSplineDir = initialSpline->GetCurrentFirstDerivative( startTime );
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initialSplineDir *= physicsObj.GetAxis().Transpose();
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initialSplineDir.Normalize();
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BecomeActive( TH_THINK );
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}
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}
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/*
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================
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idMoveable::FollowInitialSplinePath
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================
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*/
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bool idMoveable::FollowInitialSplinePath( void ) {
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if ( initialSpline != NULL ) {
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if ( gameLocal.time < initialSpline->GetTime( initialSpline->GetNumValues() - 1 ) ) {
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idVec3 splinePos = initialSpline->GetCurrentValue( gameLocal.time );
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idVec3 linearVelocity = ( splinePos - physicsObj.GetOrigin() ) * USERCMD_HZ;
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physicsObj.SetLinearVelocity( linearVelocity );
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idVec3 splineDir = initialSpline->GetCurrentFirstDerivative( gameLocal.time );
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idVec3 dir = initialSplineDir * physicsObj.GetAxis();
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idVec3 angularVelocity = dir.Cross( splineDir );
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angularVelocity.Normalize();
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angularVelocity *= idMath::ACos16( dir * splineDir / splineDir.Length() ) * USERCMD_HZ;
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physicsObj.SetAngularVelocity( angularVelocity );
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return true;
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} else {
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delete initialSpline;
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initialSpline = NULL;
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}
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}
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return false;
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}
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/*
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================
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idMoveable::Think
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================
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*/
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void idMoveable::Think( void ) {
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if ( thinkFlags & TH_THINK ) {
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if ( !FollowInitialSplinePath() ) {
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BecomeInactive( TH_THINK );
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}
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}
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idEntity::Think();
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}
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/*
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================
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idMoveable::GetRenderModelMaterial
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================
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*/
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const idMaterial *idMoveable::GetRenderModelMaterial( void ) const {
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if ( renderEntity.customShader ) {
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return renderEntity.customShader;
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}
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if ( renderEntity.hModel && renderEntity.hModel->NumSurfaces() ) {
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return renderEntity.hModel->Surface( 0 )->shader;
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}
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return NULL;
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}
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/*
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================
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idMoveable::WriteToSnapshot
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================
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*/
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void idMoveable::WriteToSnapshot( idBitMsgDelta &msg ) const {
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physicsObj.WriteToSnapshot( msg );
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}
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/*
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================
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idMoveable::ReadFromSnapshot
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================
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*/
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void idMoveable::ReadFromSnapshot( const idBitMsgDelta &msg ) {
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physicsObj.ReadFromSnapshot( msg );
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if ( msg.HasChanged() ) {
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UpdateVisuals();
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}
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}
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/*
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================
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idMoveable::Event_BecomeNonSolid
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================
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*/
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void idMoveable::Event_BecomeNonSolid( void ) {
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BecomeNonSolid();
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}
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/*
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================
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idMoveable::Event_Activate
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================
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*/
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void idMoveable::Event_Activate( idEntity *activator ) {
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float delay;
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idVec3 init_velocity, init_avelocity;
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Show();
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if ( !spawnArgs.GetInt( "notPushable" ) ) {
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physicsObj.EnableImpact();
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}
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physicsObj.Activate();
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spawnArgs.GetVector( "init_velocity", "0 0 0", init_velocity );
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spawnArgs.GetVector( "init_avelocity", "0 0 0", init_avelocity );
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delay = spawnArgs.GetFloat( "init_velocityDelay", "0" );
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if ( delay == 0.0f ) {
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physicsObj.SetLinearVelocity( init_velocity );
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} else {
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PostEventSec( &EV_SetLinearVelocity, delay, init_velocity );
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}
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delay = spawnArgs.GetFloat( "init_avelocityDelay", "0" );
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if ( delay == 0.0f ) {
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physicsObj.SetAngularVelocity( init_avelocity );
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} else {
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PostEventSec( &EV_SetAngularVelocity, delay, init_avelocity );
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}
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InitInitialSpline( gameLocal.time );
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}
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/*
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================
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idMoveable::Event_SetOwnerFromSpawnArgs
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================
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*/
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void idMoveable::Event_SetOwnerFromSpawnArgs( void ) {
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idStr owner;
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if ( spawnArgs.GetString( "owner", "", owner ) ) {
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ProcessEvent( &EV_SetOwner, gameLocal.FindEntity( owner ) );
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}
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}
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/*
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================
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idMoveable::Event_IsAtRest
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================
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*/
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void idMoveable::Event_IsAtRest( void ) {
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idThread::ReturnInt( physicsObj.IsAtRest() );
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}
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/*
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================
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idMoveable::Event_EnableDamage
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================
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*/
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void idMoveable::Event_EnableDamage( float enable ) {
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canDamage = ( enable != 0.0f );
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}
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/*
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===============================================================================
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idBarrel
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HUMANHEAD pdm: removed, re-inherited from hhMoveable
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===============================================================================
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*/
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/*
|
|
===============================================================================
|
|
|
|
idExplodingBarrel
|
|
HUMANHEAD pdm: removed, unused
|
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|
|
===============================================================================
|
|
*/
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|