this.enemy = NULL;
// if turning is enabled, the train will turn toward the next point while waiting
- if(this.platmovetype_turn && !this.train_wait_turning)
- {
+ if (this.platmovetype_turn && !this.train_wait_turning) {
entity targ, cp;
vector ang;
targ = this.future_target;
- if((this.spawnflags & 1) && targ.curvetarget)
+ if ((this.spawnflags & 1) && targ.curvetarget) {
cp = find(NULL, targetname, targ.curvetarget);
- else
+ } else {
cp = NULL;
+ }
- if(cp) // bezier curves movement
- ang = cp.origin - (this.origin - this.view_ofs); // use the origin of the control point of the next path_corner
- else // linear movement
+ if (cp) { // bezier curves movement
+ ang = cp.origin - (this.origin - this.view_ofs); // use the origin of the control point of the next path_corner
+ } else { // linear movement
ang = targ.origin - (this.origin - this.view_ofs); // use the origin of the next path_corner
+ }
ang = vectoangles(ang);
- ang_x = -ang_x; // flip up / down orientation
+ ang_x = -ang_x; // flip up / down orientation
- if(this.wait > 0) // slow turning
+ if (this.wait > 0) { // slow turning
SUB_CalcAngleMove(this, ang, TSPEED_TIME, this.ltime - time + this.wait, train_wait);
- else // instant turning
+ } else { // instant turning
SUB_CalcAngleMove(this, ang, TSPEED_TIME, 0.0000001, train_wait);
+ }
this.train_wait_turning = true;
return;
}
#ifdef SVQC
- if(this.noise != "")
+ if (this.noise != "") {
stopsoundto(MSG_BROADCAST, this, CH_TRIGGER_SINGLE); // send this as unreliable only, as the train will resume operation shortly anyway
+ }
#endif
#ifdef SVQC
entity tg = this.future_target;
- if(tg.spawnflags & 4)
- {
+ if (tg.spawnflags & 4) {
this.use = train_use;
setthink(this, func_null);
this.nextthink = 0;
- }
- else
+ } else
#endif
- if(this.wait < 0 || this.train_wait_turning) // no waiting or we already waited while turning
- {
+ if (this.wait < 0 || this.train_wait_turning) { // no waiting or we already waited while turning
this.train_wait_turning = false;
train_next(this);
- }
- else
- {
+ } else {
setthink(this, train_next);
this.nextthink = this.ltime + this.wait;
}
entity train_next_find(entity this)
{
- if(this.target_random)
- {
+ if (this.target_random) {
RandomSelection_Init();
- for(entity t = NULL; (t = find(t, targetname, this.target));)
- {
+ for (entity t = NULL; (t = find(t, targetname, this.target)); ) {
RandomSelection_AddEnt(t, 1, 0);
}
return RandomSelection_chosen_ent;
- }
- else
- {
+ } else {
return find(NULL, targetname, this.target);
}
}
this.target_random = targ.target_random;
this.future_target = train_next_find(targ);
- if (this.spawnflags & 1)
- {
- if(targ.curvetarget)
- {
+ if (this.spawnflags & 1) {
+ if (targ.curvetarget) {
cp = find(NULL, targetname, targ.curvetarget); // get its second target (the control point)
- cp_org = cp.origin - this.view_ofs; // no control point found, assume a straight line to the destination
+ cp_org = cp.origin - this.view_ofs; // no control point found, assume a straight line to the destination
}
}
- if (this.target == "")
+ if (this.target == "") {
objerror(this, "train_next: no next target");
+ }
this.wait = targ.wait;
- if (!this.wait)
+ if (!this.wait) {
this.wait = 0.1;
+ }
- if(targ.platmovetype)
- {
+ if (targ.platmovetype) {
// this path_corner contains a movetype overrider, apply it
this.platmovetype_start = targ.platmovetype_start;
this.platmovetype_end = targ.platmovetype_end;
- }
- else
- {
+ } else {
// this path_corner doesn't contain a movetype overrider, use the train's defaults
this.platmovetype_start = this.platmovetype_start_default;
this.platmovetype_end = this.platmovetype_end_default;
}
- if (targ.speed)
- {
- if (cp)
+ if (targ.speed) {
+ if (cp) {
SUB_CalcMove_Bezier(this, cp_org, targ.origin - this.view_ofs, TSPEED_LINEAR, targ.speed, train_wait);
- else
+ } else {
SUB_CalcMove(this, targ.origin - this.view_ofs, TSPEED_LINEAR, targ.speed, train_wait);
- }
- else
- {
- if (cp)
+ }
+ } else {
+ if (cp) {
SUB_CalcMove_Bezier(this, cp_org, targ.origin - this.view_ofs, TSPEED_LINEAR, this.speed, train_wait);
- else
+ } else {
SUB_CalcMove(this, targ.origin - this.view_ofs, TSPEED_LINEAR, this.speed, train_wait);
+ }
}
- if(this.noise != "")
+ if (this.noise != "") {
_sound(this, CH_TRIGGER_SINGLE, this.noise, VOL_BASE, ATTEN_IDLE);
+ }
}
REGISTER_NET_LINKED(ENT_CLIENT_TRAIN)
WriteHeader(MSG_ENTITY, ENT_CLIENT_TRAIN);
WriteByte(MSG_ENTITY, sf);
- if(sf & SF_TRIGGER_INIT)
- {
+ if (sf & SF_TRIGGER_INIT) {
WriteString(MSG_ENTITY, this.platmovetype);
WriteByte(MSG_ENTITY, this.platmovetype_turn);
WriteByte(MSG_ENTITY, this.spawnflags);
WriteByte(MSG_ENTITY, this.dmgtime);
}
- if(sf & SF_TRIGGER_RESET)
- {
+ if (sf & SF_TRIGGER_RESET) {
// used on client
}
void train_link(entity this)
{
- //Net_LinkEntity(this, 0, false, train_send);
+ // Net_LinkEntity(this, 0, false, train_send);
}
void train_use(entity this, entity actor, entity trigger)
this.nextthink = this.ltime + 1;
setthink(this, train_next);
this.use = func_null; // not again
- if(trigger.target2 && trigger.target2 != "")
+ if (trigger.target2 && trigger.target2 != "") {
this.future_target = find(NULL, targetname, trigger.target2);
+ }
}
void func_train_find(entity this)
this.target_random = targ.target_random;
// save the future target for later
this.future_target = train_next_find(targ);
- if (this.target == "")
+ if (this.target == "") {
objerror(this, "func_train_find: no next target");
+ }
setorigin(this, targ.origin - this.view_ofs);
- if(!(this.spawnflags & 4))
- {
+ if (!(this.spawnflags & 4)) {
this.nextthink = this.ltime + 1;
setthink(this, train_next);
}
#ifdef SVQC
spawnfunc(func_train)
{
- if (this.noise != "")
+ if (this.noise != "") {
precache_sound(this.noise);
+ }
- if (this.target == "")
+ if (this.target == "") {
objerror(this, "func_train without a target");
- if (!this.speed)
+ }
+ if (!this.speed) {
this.speed = 100;
+ }
- if (!InitMovingBrushTrigger(this))
+ if (!InitMovingBrushTrigger(this)) {
return;
+ }
this.effects |= EF_LOWPRECISION;
- if(this.spawnflags & 4)
+ if (this.spawnflags & 4) {
this.use = train_use;
+ }
- if (this.spawnflags & 2)
- {
+ if (this.spawnflags & 2) {
this.platmovetype_turn = true;
this.view_ofs = '0 0 0'; // don't offset a rotating train, origin works differently now
- }
- else
+ } else {
this.view_ofs = this.mins;
+ }
// wait for targets to spawn
InitializeEntity(this, func_train_find, INITPRIO_FINDTARGET);
setblocked(this, generic_plat_blocked);
- if(this.dmg && (this.message == ""))
+ if (this.dmg && (this.message == "")) {
this.message = " was squished";
- if(this.dmg && (this.message2 == ""))
+ }
+ if (this.dmg && (this.message2 == "")) {
this.message2 = "was squished by";
- if(this.dmg && (!this.dmgtime))
+ }
+ if (this.dmg && (!this.dmgtime)) {
this.dmgtime = 0.25;
+ }
this.dmgtime2 = time;
- if(!set_platmovetype(this, this.platmovetype))
+ if (!set_platmovetype(this, this.platmovetype)) {
return;
+ }
this.platmovetype_start_default = this.platmovetype_start;
this.platmovetype_end_default = this.platmovetype_end;
#elif defined(CSQC)
void train_draw(entity this)
{
- //Movetype_Physics_NoMatchServer();
+ // Movetype_Physics_NoMatchServer();
Movetype_Physics_MatchServer(this, autocvar_cl_projectiles_sloppy);
}
{
float sf = ReadByte();
- if(sf & SF_TRIGGER_INIT)
- {
+ if (sf & SF_TRIGGER_INIT) {
this.platmovetype = strzone(ReadString());
this.platmovetype_turn = ReadByte();
this.spawnflags = ReadByte();
set_movetype(this, MOVETYPE_PUSH);
this.drawmask = MASK_NORMAL;
this.draw = train_draw;
- if (isnew) IL_PUSH(g_drawables, this);
+ if (isnew) { IL_PUSH(g_drawables, this); }
this.entremove = trigger_remove_generic;
- if(set_platmovetype(this, this.platmovetype))
- {
+ if (set_platmovetype(this, this.platmovetype)) {
this.platmovetype_start_default = this.platmovetype_start;
this.platmovetype_end_default = this.platmovetype_end;
}
// everything is set up by the time the train is linked, we shouldn't need this
- //func_train_find();
+ // func_train_find();
// but we will need these
train_next(this);
this.move_time = time;
}
- if(sf & SF_TRIGGER_RESET)
- {
+ if (sf & SF_TRIGGER_RESET) {
// TODO: make a reset function for trains
}