2 REGISTER_NET_LINKED(ENT_CLIENT_LADDER)
4 void func_ladder_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 ladders where possible
14 IL_EACH(g_ladderents, it.ladder_entity == this,
16 it.ladder_entity = NULL;
17 IL_REMOVE(g_ladderents, it);
20 FOREACH_ENTITY_RADIUS((this.absmin + this.absmax) * 0.5, vlen(this.absmax - this.absmin) * 0.5 + 1, !it.ladder_entity && IS_PLAYER(it) && it.move_movetype != MOVETYPE_NOCLIP && !IS_DEAD(it),
22 vector emin = it.absmin;
23 vector emax = it.absmax;
24 if(this.solid == SOLID_BSP || (IS_CSQC && this.solid == SOLID_TRIGGER)) // CSQC doesn't expand properly
29 if(boxesoverlap(emin, emax, this.absmin, this.absmax)) // quick
31 if(WarpZoneLib_BoxTouchesBrush(emin, emax, this, it)) // accurate
34 IL_PUSH(g_ladderents, it);
35 it.ladder_entity = this;
41 this.nextthink = time;
46 bool func_ladder_send(entity this, entity to, int sf)
48 WriteHeader(MSG_ENTITY, ENT_CLIENT_LADDER);
50 WriteString(MSG_ENTITY, this.classname);
51 WriteByte(MSG_ENTITY, this.skin);
52 WriteCoord(MSG_ENTITY, this.speed);
54 trigger_common_write(this, false);
59 void func_ladder_link(entity this)
61 trigger_link(this, func_ladder_send);
62 //this.model = "null";
65 void func_ladder_init(entity this)
68 BITSET_ASSIGN(this.effects, EF_NODEPTHTEST);
69 func_ladder_link(this);
70 setthink(this, func_ladder_think);
71 this.nextthink = time;
73 if(min(this.absmax.x - this.absmin.x, this.absmax.y - this.absmin.y) > 100)
76 entity tracetest_ent = spawn();
77 setsize(tracetest_ent, PL_MIN_CONST, PL_MAX_CONST);
78 tracetest_ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
80 vector top_min = (this.absmin + this.absmax) / 2;
81 top_min.z = this.absmax.z;
82 vector top_max = top_min;
83 top_max.z += PL_MAX_CONST.z - PL_MIN_CONST.z;
84 tracebox(top_max + jumpstepheightvec, PL_MIN_CONST, PL_MAX_CONST, top_min, MOVE_NOMONSTERS, tracetest_ent);
87 tracebox(top_max + stepheightvec, PL_MIN_CONST, PL_MAX_CONST, top_min, MOVE_NOMONSTERS, tracetest_ent);
90 tracebox(top_max, PL_MIN_CONST, PL_MAX_CONST, top_min, MOVE_NOMONSTERS, tracetest_ent);
93 if(this.absmax.x - this.absmin.x > PL_MAX_CONST.x - PL_MIN_CONST.x
94 && this.absmax.y - this.absmin.y < this.absmax.x - this.absmin.x)
96 // move top on one side
97 top_max.y = top_min.y = this.absmin.y + (PL_MAX_CONST.y - PL_MIN_CONST.y) * 0.75;
99 else if(this.absmax.y - this.absmin.y > PL_MAX_CONST.y - PL_MIN_CONST.y
100 && this.absmax.x - this.absmin.x < this.absmax.y - this.absmin.y)
102 // move top on one side
103 top_max.x = top_min.x = this.absmin.x + (PL_MAX_CONST.x - PL_MIN_CONST.x) * 0.75;
105 tracebox(top_max, PL_MIN_CONST, PL_MAX_CONST, top_min, MOVE_NOMONSTERS, tracetest_ent);
108 if(this.absmax.x - this.absmin.x > PL_MAX_CONST.x - PL_MIN_CONST.x
109 && this.absmax.y - this.absmin.y < this.absmax.x - this.absmin.x)
111 // alternatively on the other side
112 top_max.y = top_min.y = this.absmax.y - (PL_MAX_CONST.y - PL_MIN_CONST.y) * 0.75;
114 else if(this.absmax.y - this.absmin.y > PL_MAX_CONST.y - PL_MIN_CONST.y
115 && this.absmax.x - this.absmin.x < this.absmax.y - this.absmin.y)
117 // alternatively on the other side
118 top_max.x = top_min.x = this.absmax.x - (PL_MAX_CONST.x - PL_MIN_CONST.x) * 0.75;
120 tracebox(top_max, PL_MIN_CONST, PL_MAX_CONST, top_min, MOVE_NOMONSTERS, tracetest_ent);
125 delete(tracetest_ent);
126 if(trace_startsolid || trace_endpos.z < this.absmax.z)
131 this.bot_pickup = true; // allow bots to make use of this ladder
132 float cost = waypoint_getlinearcost(trace_endpos.z - this.absmin.z);
133 top_min = trace_endpos;
134 waypoint_spawnforteleporter_boxes(this, WAYPOINTFLAG_LADDER, this.absmin, this.absmax, top_min, top_min, cost);
137 spawnfunc(func_ladder)
139 IL_PUSH(g_ladders, this); // TODO: also func_water? bots currently loop through func_ladder only
141 func_ladder_init(this);
144 spawnfunc(func_water)
146 func_ladder_init(this);
152 void func_ladder_draw(entity this) { func_ladder_think(this); }
154 void func_ladder_remove(entity this)
156 IL_EACH(g_ladderents, it.ladder_entity == this,
158 it.ladder_entity = NULL;
159 IL_REMOVE(g_ladderents, it);
161 strfree(this.classname);
164 NET_HANDLE(ENT_CLIENT_LADDER, bool isnew)
166 this.classname = strzone(ReadString());
167 this.skin = ReadByte();
168 this.speed = ReadCoord();
169 this.solid = SOLID_TRIGGER;
171 trigger_common_read(this, false);
174 IL_PUSH(g_drawables, this);
175 this.draw = func_ladder_draw;
176 this.drawmask = MASK_NORMAL;
178 this.move_time = time;
179 this.entremove = func_ladder_remove;
181 // NOTE: CSQC's version of setorigin doesn't expand
182 this.absmin -= '1 1 1';
183 this.absmax += '1 1 1';