/* =========================================================================== Copyright (C) 2024 the OpenMoHAA team This file is part of OpenMoHAA source code. OpenMoHAA source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. OpenMoHAA source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenMoHAA source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // VehicleSlot.cpp // #include "VehicleSlot.h" #include "weapturret.h" cVehicleSlot::cVehicleSlot() { prev_takedamage = (damage_t)-1; prev_solid = (solid_t)-1; prev_contents = -1; prev_num_children = 0; } void cVehicleSlot::NotSolid(void) { int i; if (!(flags & SLOT_BUSY)) { return; } if (!ent) { return; } // Save previous values prev_takedamage = ent->takedamage; prev_solid = ent->edict->solid; prev_contents = ent->edict->r.contents; ent->takedamage = DAMAGE_NO; prev_num_children = 0; for (i = 0; i < ent->numchildren; i++) { Entity *sub = G_GetEntity(ent->children[i]); // Fixed in OPM // Check for solidity if (sub && !sub->IsSubclassOfWeapon() && sub->getSolidType() != SOLID_NOT) { // Fixed in OPM // Save children solidity so it can properly be restored later prev_children_ent[prev_num_children] = sub; prev_children_solid[prev_num_children] = (solid_t)sub->getSolidType(); prev_num_children++; sub->setSolidType(SOLID_NOT); } } if (!ent->IsSubclassOfPlayer()) { ent->setSolidType(SOLID_NOT); } } void cVehicleSlot::Solid(void) { int i, j; if (!(flags & FL_SWIM)) { return; } if (!ent) { return; } // Restore previous values ent->takedamage = prev_takedamage; ent->setSolidType(prev_solid); ent->setContents(prev_contents); // Save previous values prev_takedamage = (damage_t)-1; prev_solid = (solid_t)-1; prev_contents = -1; // // Fixed in OPM // Restore children solidity // for (i = 0; i < ent->numchildren; i++) { Entity *sub = G_GetEntity(ent->children[i]); if (sub && !sub->IsSubclassOfWeapon()) { for (j = 0; j < prev_num_children; j++) { if (prev_children_ent[j] == sub) { sub->setSolidType(prev_children_solid[j]); } } //sub->setSolidType(SOLID_NOT); } } prev_num_children = 0; } cTurretSlot::cTurretSlot() { owner_prev_takedamage = (damage_t)-1; owner_prev_solid = (solid_t)-1; owner_prev_contents = -1; } void cTurretSlot::NotSolid(void) { int i; if (!(flags & FL_SWIM)) { return; } if (!ent) { return; } // Save previous values prev_takedamage = ent->takedamage; prev_solid = ent->edict->solid; prev_contents = ent->edict->r.contents; ent->takedamage = DAMAGE_NO; ent->setSolidType(SOLID_NOT); if (ent->IsSubclassOfTurretGun()) { TurretGun *turret = static_cast(ent.Pointer()); Entity *owner = turret->GetOwner(); if (owner) { owner_prev_takedamage = owner->takedamage; owner_prev_solid = owner->edict->solid; owner_prev_contents = owner->edict->r.contents; owner->takedamage = DAMAGE_NO; owner->setSolidType(SOLID_NOT); } } prev_num_children = 0; for (i = 0; i < ent->numchildren; i++) { Entity *sub = G_GetEntity(ent->children[i]); // Fixed in OPM // Check for solidity if (sub && !sub->IsSubclassOfWeapon() && sub->getSolidType() != SOLID_NOT) { // Fixed in OPM // Save children solidity so it can properly be restored later prev_children_ent[prev_num_children] = sub; prev_children_solid[prev_num_children] = (solid_t)sub->getSolidType(); prev_num_children++; sub->setSolidType(SOLID_NOT); } } } void cTurretSlot::Solid(void) { int i, j; if (!(flags & FL_SWIM)) { return; } if (!ent) { return; } // Restore previous values ent->takedamage = prev_takedamage; ent->setSolidType(prev_solid); // Save previous values prev_takedamage = (damage_t)-1; prev_solid = (solid_t)-1; if (ent->IsSubclassOfTurretGun()) { TurretGun *turret = static_cast(ent.Pointer()); Entity *owner = turret->GetOwner(); if (owner) { owner->takedamage = owner_prev_takedamage; owner->setSolidType(owner_prev_solid); owner_prev_takedamage = (damage_t)-1; owner_prev_solid = (solid_t)-1; } } // // Fixed in OPM // Restore children solidity // for (i = 0; i < ent->numchildren; i++) { Entity *sub = G_GetEntity(ent->children[i]); if (sub && !sub->IsSubclassOfWeapon()) { for (j = 0; j < prev_num_children; j++) { if (prev_children_ent[j] == sub) { sub->setSolidType(prev_children_solid[j]); } } //sub->setSolidType(SOLID_NOT); } } prev_num_children = 0; }