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78 lines
1.5 KiB
C++
78 lines
1.5 KiB
C++
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#include <game/generated/protocol.h>
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#include <game/server/gamecontext.h>
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#include <engine/shared/config.h>
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#include "door.h"
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CDoor::CDoor(GameWorld *pGameWorld, vec2 Pos, float Rotation, int Length, bool Opened)
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: CEntity(pGameWorld, NETOBJTYPE_LASER)
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{
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m_Pos = Pos;
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m_Opened = Opened;
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vec2 Dir = vec2(sin(rotation), cos(rotation));
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vec2 To = Pos + normalize(Dir)*Length;
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GameServer()->Collision()->IntersectCharacter(Pos, To, &this->m_To, 0);
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GameWorld()->InsertEntity(this);
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}
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void CDoor::Open(int Tick)
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{
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m_EvalTick = Tick;
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m_Opened = true;
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}
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void CDoor::Close()
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{
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m_Opened = false;
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}
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bool CDoor::HitCharacter()
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{
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vec2 At;
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CCharacter *Hit = GameServer()->m_World.IntersectCharacter(m_Pos, m_To, 1.f, At, 0);
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if(!Hit)
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return false;
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Hit->m_Doored = true;
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//hit->reset_pos();
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return true;
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}
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void CDoor::Reset()
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{
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m_Opened = false;
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}
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void CDoor::Tick()
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{
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if (!m_Opened)
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HitCharacter();
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else if (m_EvalTick + 10 < Server()->Tick())
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Close();
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return;
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}
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void CDoor::Snap(int SnappingClient)
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{
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if(NetworkClipped(SnappingClient, m_Pos) && NetworkClipped(SnappingClient, m_To))
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return;
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CNetObj_Laser *pObj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(NETOBJTYPE_LASER, m_Id, sizeof(CNetObj_Laser)));
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pObj->m_X = (int)m_Pos.x;
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pObj->m_Y = (int)m_Pos.y;
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if (!m_Opened)
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{
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pObj->m_FromX = (int)m_To.x;
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pObj->m_FromY = (int)m_To.y;
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}
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else
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{
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pObj->m_FromX = (int)m_Pos.x;
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pObj->m_FromY = (int)m_Pos.y;
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}
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pObj->m_StartTick = Server()->Tick();
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}
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