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switch.lua
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INCLUDEABSOLUTE("/blockdefs/include/colors.inc");
mdl=-1;
texture=-1;
ltex=-1;
snd_activate=-1;
snd_deactivate=-1;
up=VECTOR_New(0,0,0);
dir=VECTOR_New(0,0,0);
right=VECTOR_New(0,0,0);
pos=VECTOR_New(0,0,0);
function GetEditorInfo(name,default)
if name=="SideItemsAllowed" then
return "no";
elseif name=="NumVars" then
return 2;
elseif name=="Var1" then
return "StartActive";
elseif name=="VarType1" then
return "bool";
elseif name=="Var2" then
return "Color";
elseif name=="VarType2" then
return "basecolor";
else
return default;
end;
end;
function SideConstructor(sideid)
SIDE_SetVar(sideid,"StartActive",1);
SIDE_SetVar(sideid,"Color",0);
SIDE_SetVar(sideid,"PrevToggled",0);
SIDE_SetVar(sideid,"PrevToggledBy",-1);
end;
function Precache()
mdl=MDLDEF_Load("button");
texture=TEXDEF_Load("base");
snd_activate=SOUND_Load("switch_on");
snd_deactivate=SOUND_Load("switch_off");
ltex=TEXDEF_Load("lightcast");
end
function RenderMdl(side,height)
MATRIX_Push();
MATRIX_MultBase(right,up,dir,VECTOR_Sub(SIDE_GetMidpoint(side),VECTOR_Scale(up,0.05*GLOBAL_GetScale()*SIDE_GetVar(side,"StartActive"))));
MATRIX_ScaleUniform(GLOBAL_GetScale()*0.3);
local coladd;
if SIDE_GetVar(side,"StartActive")==1 then
--Add a addtional activation color punch
local blinkspeed=10;
coladd=0.025*math.sin(blinkspeed*GLOBAL_GetTime());
else
coladd=-0.1;
end;
ActivateCuboColor(SIDE_GetVar(side,"Color"),coladd,1.0,1.0,1.0);
MDLDEF_Render(mdl);
MATRIX_Pop();
end;
function RenderSide(side)
TEXDEF_Render(texture,side);
TEXDEF_ResetLastRenderedType();
if GLOBAL_GetVar("ShadersActive")>0 then
SHADER_Deactivate();
TEXTURE_Activate(-1,1);
TEXTURE_Activate(-1,2);
end;
up=SIDE_GetNormal(side);
dir=SIDE_GetTangent(side);
right=VECTOR_Cross(up,dir);
if SIDE_GetVar(side,"StartActive")==1 then
--Add some effects here
SIDE_DistanceRender(side,CAM_ZDistance(SIDE_GetMidpoint(side))); -- Blabla
end;
RenderMdl(side,height);
end
function MayCull(side)
return 1;
--This model is far to small to be not culled by side's normal
end
function EnemyTogglingSwitches(en)
local inter=ACTOR_GetVar(en,"Interaction");
if string.find(inter, "s") then
return 1;
else
return 0;
end;
end;
function SideCollisionCheck(actorid,sideid)
if ACTOR_GetVar(actorid,"IsAlive")~=1 then
if SIDE_GetVar(sideid,"PrevToggledBy")==actorid then
SIDE_SetVar(sideid,"PrevToggled",0);
SIDE_SetVar(sideid,"PrevToggledBy",-1);
end;
return;
end;
if ACTOR_IsPlayer(actorid)==0 then
if EnemyTogglingSwitches(actorid)==0 then
return;
end;
end;
pp=ACTOR_GetPos(actorid);
mp=SIDE_GetMidpoint(sideid);
norm=SIDE_GetNormal(sideid);
diff=VECTOR_Sub(pp,mp);
l=VECTOR_Length(diff);
diff=VECTOR_Scale(diff,1.0/l);
l=(l-ACTOR_GetRadius(actorid)-ACTOR_GetGroundOffset(actorid))/GLOBAL_GetScale();
dot=VECTOR_Dot(diff,norm);
if (dot<0.75) or (l>0.2) then
if SIDE_GetVar(sideid,"PrevToggledBy")==actorid then
SIDE_SetVar(sideid,"PrevToggled",0);
SIDE_SetVar(sideid,"PrevToggledBy",-1);
end;
return;
end;
if SIDE_GetVar(sideid,"PrevToggled")==0 then
--SOUND_Play(snd_tele,-1);
SIDE_SetVar(sideid,"PrevToggled",1);
SIDE_SetVar(sideid,"PrevToggledBy",actorid);
-- SIDE_SetVar(sideid,"StartActive",math.fmod(SIDE_GetVar(sideid,"StartActive")+1,2));
if SIDE_GetVar(sideid,"StartActive")==1 then
SOUND_Play(snd_activate,-1);
else
SOUND_Play(snd_deactivate,-1);
end;
ToggleCuboColor(SIDE_GetVar(sideid,"Color"));
end;
end;
--Used later for colorization
function SetLightColor(side)
local colind=SIDE_GetVar(side,"Color");
-- {"red","green","blue","yellow","white"};
local s_R={1,0,0,1,0.8};
local s_G={0,1,0,1,0.8};
local s_B={0,0,1,0,0.8};
local r=s_R[colind+1];
local g=s_G[colind+1];
local b=s_B[colind+1];
MATERIAL_SetAmbient(COLOR_New(r,g,b,1));
MATERIAL_SetDiffuse(COLOR_New(r,g,b,1));
MATERIAL_SetSpecular(COLOR_New(r,g,b,1));
end;
function RenderLight(side,scale)
MATRIX_Push();
local dir=SIDE_GetTangent(side);
local up=SIDE_GetNormal(side);
local right=VECTOR_Cross(up,dir);
local pos=VECTOR_Add(SIDE_GetMidpoint(side),VECTOR_Scale(up,0.025*GLOBAL_GetScale()));
MATRIX_MultBase(right,up,dir,pos);
MATRIX_ScaleUniform(scale);
local blinkspeed=10;
GLOBAL_SetVar("RenderColorAdder",0.05*math.sin(blinkspeed*GLOBAL_GetTime()));
GLOBAL_SetVar("RenderColor",SIDE_GetVar(side,"Color"));
TEXDEF_Render(ltex,side);
MATRIX_Pop();
end;
--Dito
function DistRenderSide(side)
ActivateCuboColor(SIDE_GetVar(side,"Color"),0,1.0,1.0,1.0);
RenderLight(side,1.5*GLOBAL_GetScale());
end