// g_misc.c #include "g_local.h" #include "m_gekk.h" int gibsthisframe = 0; int lastgibframe = 0; #define GIB_METAL 1 #define GIB_GLASS 2 #define GIB_BARREL 3 #define GIB_CRATE 4 #define GIB_ROCK 5 #define GIB_CRYSTAL 6 #define GIB_MECH 7 #define GIB_WOOD 8 #define GIB_TECH 9 extern void M_WorldEffects (edict_t *ent); /*QUAKED func_group (0 0 0) ? Used to group brushes together just for editor convenience. */ //===================================================== void Use_Areaportal (edict_t *ent, edict_t *other, edict_t *activator) { ent->count ^= 1; // toggle state // gi.dprintf ("portalstate: %i = %i\n", ent->style, ent->count); gi.SetAreaPortalState (ent->style, ent->count); } /*QUAKED func_areaportal (0 0 0) ? This is a non-visible object that divides the world into areas that are seperated when this portal is not activated. Usually enclosed in the middle of a door. */ void SP_func_areaportal (edict_t *ent) { ent->class_id = ENTITY_FUNC_AREAPORTAL; ent->use = Use_Areaportal; ent->count = 0; // always start closed; } //===================================================== /* ================= Misc functions ================= */ void VelocityForDamage (int damage, vec3_t v) { v[0] = 100.0 * crandom(); v[1] = 100.0 * crandom(); v[2] = 200.0 + 100.0 * random(); if (damage < 50) VectorScale (v, 0.7, v); else VectorScale (v, 1.2, v); } void ClipGibVelocity (edict_t *ent) { if (ent->velocity[0] < -300) ent->velocity[0] = -300; else if (ent->velocity[0] > 300) ent->velocity[0] = 300; if (ent->velocity[1] < -300) ent->velocity[1] = -300; else if (ent->velocity[1] > 300) ent->velocity[1] = 300; if (ent->velocity[2] < 200) ent->velocity[2] = 200; // always some upwards else if (ent->velocity[2] > 500) ent->velocity[2] = 500; } /* ================= gibs ================= */ //Knightmare- gib fade #ifdef KMQUAKE2_ENGINE_MOD void gib_fade2 (edict_t *self); void gib_fade (edict_t *self) { if (self->s.effects & EF_BLASTER) // Remove glow from gekk gibs { self->s.effects &= ~EF_BLASTER; self->s.renderfx &= ~RF_NOSHADOW; } if (self->s.renderfx & RF_TRANSLUCENT) self->s.alpha = 0.70f; else if (self->s.effects & EF_SPHERETRANS) self->s.alpha = 0.30f; else if ( !(self->s.alpha) || (self->s.alpha <= 0.0f) || (self->s.alpha > 1.0f) ) self->s.alpha = 1.00f; // gib_fade2 (self); self->nextthink = level.time + 0.2; self->think = gib_fade2; } void gib_fade2 (edict_t *self) { self->s.alpha -= 0.05f; self->s.alpha = max(self->s.alpha, 1/255); if (self->s.alpha <= 1/255) { G_FreeEdict (self); return; } self->nextthink = level.time + 0.2; self->think = gib_fade2; gi.linkentity (self); } #else void gib_fade2 (edict_t *self); void gib_fade (edict_t *self) { if (self->s.effects & EF_BLASTER) //Remove glow from gekk gibs self->s.effects &= ~EF_BLASTER; self->s.renderfx = RF_TRANSLUCENT; self->nextthink = level.time + 2; self->think = gib_fade2; gi.linkentity(self); } void gib_fade2 (edict_t *self) { self->s.effects |= EF_SPHERETRANS; self->s.renderfx &= ~RF_TRANSLUCENT; self->nextthink = level.time + 2; self->think = G_FreeEdict; gi.linkentity(self); } #endif void gib_think (edict_t *self) { self->nextthink = level.time + FRAMETIME; if (self->s.frame == 10) { self->think = gib_fade; //was G_FreeEdict self->nextthink = level.time + 8 + random()*10; } } void gib_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) { vec3_t normal_angles, right; // RAFAEL 24-APR-98 // removed acid damage #if 0 // RAFAEL if (other->takedamage && (self->s.effects & EF_GREENGIB)) { T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH); G_FreeEdict (self); } #endif if (!self->groundentity) return; // self->touch = NULL; if (plane) { // gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/fhit3.wav"), 1, ATTN_NORM, 0); vectoangles (plane->normal, normal_angles); AngleVectors (normal_angles, NULL, right, NULL); vectoangles (right, self->s.angles); if (self->s.modelindex == sm_meat_index) { self->s.frame++; self->think = gib_think; self->nextthink = level.time + FRAMETIME; } } } void gib_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { G_FreeEdict (self); } void ThrowGib (edict_t *self, char *gibname, int frame, int skinnum, int damage, int type) { edict_t *gib; vec3_t vd; vec3_t origin; vec3_t size; float vscale; char modelname[256]; char *p; size_t nameSize; //, msgSize; // Lazarus: Prevent gib showers (generally due to firing BFG in a crowd) from // causing SZ_GetSpace: overflow if (level.framenum > lastgibframe) { gibsthisframe = 0; lastgibframe = level.framenum; } gibsthisframe++; if (gibsthisframe > sv_maxgibs->value) return; gib = G_Spawn(); // gib->classname = "gib"; nameSize = 4; gib->classname = gi.TagMalloc (nameSize, TAG_LEVEL); Com_strcpy (gib->classname, nameSize, "gib"); // Lazarus: mapper-definable gib class Com_strcpy (modelname, sizeof(modelname), gibname); p = strstr(modelname, "models/objects/gibs/"); if (p && self->gib_type) { p += 18; p[0] = (char)((int)'0' + (self->gib_type % 10)); } // Knightmare- this causes a crash when saving game // Save gibname and type for level transition gibs // msgSize = strlen(modelname)+1; // gib->key_message = gi.TagMalloc (msgSize,TAG_LEVEL); // Com_strcpy (gib->key_message, msgSize, modelname); gib->style = type; VectorScale (self->size, 0.5, size); VectorAdd (self->absmin, size, origin); gib->s.origin[0] = origin[0] + crandom() * size[0]; gib->s.origin[1] = origin[1] + crandom() * size[1]; gib->s.origin[2] = origin[2] + crandom() * size[2]; // gi.setmodel (gib, gibname); gib->s.modelindex = gi.modelindex (gibname); gib->s.frame = frame; // Knightmare added gib->s.skinnum = skinnum; // Knightmare added gib->clipmask = MASK_SHOT; VectorSet (gib->mins, -4, -4, -4); VectorSet (gib->maxs, 4, 4, 4); gib->solid = SOLID_TRIGGER; // Knightmare- was SOLID_NOT if (self->blood_type == 1) { gib->s.effects |= EF_GREENGIB|EF_BLASTER; gib->s.renderfx |= RF_NOSHADOW; } else if (self->blood_type == 2) gib->s.effects |= EF_GRENADE; else gib->s.effects |= EF_GIB; // inherit translucency flags from parent entity if (self->s.renderfx & RF_TRANSLUCENT) gib->s.renderfx |= RF_TRANSLUCENT; if (self->s.effects & EF_SPHERETRANS) gib->s.effects |= EF_SPHERETRANS; #ifdef KMQUAKE2_ENGINE_MOD // Knightmare- translucent monsters throw translucent gibs if ( (self->s.alpha) && (self->s.alpha > 0.0f) && (self->s.alpha < 1.0f) ) gib->s.alpha = self->s.alpha; #endif gib->flags |= FL_NO_KNOCKBACK; gib->svflags |= SVF_GIB; // Knightmare- gib flag gib->takedamage = DAMAGE_NO; gib->die = gib_die; if (self->blood_type == 1) gib->dmg = 2; if (type == GIB_ORGANIC) { gib->movetype = MOVETYPE_BOUNCE; // was MOVETYPE_TOSS gib->touch = gib_touch; if (self->blood_type == 1) vscale = 3.0f; else vscale = 1.0f; } else if (type == GIB_FEATHER) // Knightmare- added for vulture { gib->movetype = MOVETYPE_FEATHER; gib->touch = gib_touch; vscale = 2.0f; } else { gib->movetype = MOVETYPE_BOUNCE; vscale = 1.0f; } VelocityForDamage (damage, vd); VectorMA (self->velocity, vscale, vd, gib->velocity); ClipGibVelocity (gib); gib->avelocity[0] = random()*600; gib->avelocity[1] = random()*600; gib->avelocity[2] = random()*600; gib->think = gib_fade; //Knightmare- gib fade, was G_FreeEdict gib->nextthink = level.time + 10 + random()*10; //PGM gib->s.renderfx |= RF_IR_VISIBLE; //PGM self->class_id = ENTITY_GIB; gi.linkentity (gib); } // NOTE: SP_gib is ONLY intended to be used for gibs that change maps // via trigger_transition. It should NOT be used for map entities. void gib_delayed_start (edict_t *gib) { if (g_edicts[1].linkcount) { if (gib->count > 0) { gib->think = gib_fade; gib->nextthink = level.time + FRAMETIME; } else { gib->think = gib_fade; gib->nextthink = level.time + 8 + random()*10; } } else { gib->nextthink = level.time + FRAMETIME; } } void SP_gib (edict_t *gib) { if (gib->key_message) gi.setmodel (gib, gib->key_message); else gi.setmodel (gib, "models/objects/gibs/sm_meat/tris.md2"); gib->die = gib_die; if (gib->style == GIB_ORGANIC) gib->touch = gib_touch; gib->think = gib_delayed_start; gib->nextthink = level.time + FRAMETIME; gi.linkentity (gib); } void ThrowHead (edict_t *self, char *gibname, int frame, int skinnum, int damage, int type) { vec3_t vd; float vscale; char modelname[256]; char *p; // size_t msgSize; // Lazarus reflections DeleteReflection (self, -1); if (self->movewith) // Knightmare- remove stuff for movewith monsters { if (self->oldmovetype) // restore movetype self->movetype = self->oldmovetype; self->movewith = NULL; VectorClear(self->movewith_offset); self->movewith_set = 0; } self->s.skinnum = skinnum; // was 0 self->s.frame = frame; // was 0 VectorClear (self->mins); VectorClear (self->maxs); Com_strcpy (modelname, sizeof(modelname), gibname); p = strstr(modelname, "models/objects/gibs/"); if (p && self->gib_type) { p += 18; p[0] = (char)((int)'0' + (self->gib_type % 10)); } // Knightmare- this causes a crash when saving game // Save gibname and type for level transition gibs // msgSize = strlen(modelname)+1; // self->key_message = gi.TagMalloc (msgSize, TAG_LEVEL); // Com_strcpy (self->key_message, msgSize, modelname); self->style = type; self->s.modelindex2 = 0; gi.setmodel (self, gibname); self->clipmask = MASK_SHOT; if (self->blood_type == 1) { VectorSet (self->mins, -4, -4, -4); VectorSet (self->maxs, 4, 4, 4); } else if (self->flags & FL_Q1_MONSTER) // Q1 monster heads have bigger bbox { VectorSet (self->mins, -16, -16, 0); VectorSet (self->maxs, 16, 16, 32); } else { VectorSet (self->mins, -4, -4, 0); VectorSet (self->maxs, 4, 4, 8); } self->solid = SOLID_TRIGGER; // Knightmare- was SOLID_NOT if (self->blood_type == 1) { self->s.effects |= EF_GREENGIB|EF_BLASTER; self->s.renderfx |= RF_NOSHADOW; } else if (self->blood_type == 2) self->s.effects |= EF_GRENADE; else self->s.effects |= EF_GIB; self->s.effects &= ~EF_FLIES; self->s.sound = 0; self->flags |= FL_NO_KNOCKBACK; self->svflags &= ~SVF_MONSTER; self->svflags |= SVF_GIB; // Knightmare- gib flag self->takedamage = DAMAGE_NO; // Lazarus: Disassociate this head with its monster self->targetname = NULL; self->die = gib_die; self->dmgteam = NULL; // Prevent gibs from becoming angry if their buddies are hurt self->postthink = NULL; // Knightmare- stop lava check if (type == GIB_ORGANIC) { self->movetype = MOVETYPE_BOUNCE; // was MOVETYPE_TOSS self->touch = gib_touch; if (self->blood_type == 1) vscale = 3.0; else vscale = 1.0; //was 0.5 } else { self->movetype = MOVETYPE_BOUNCE; vscale = 1.0; } VelocityForDamage (damage, vd); VectorMA (self->velocity, vscale, vd, self->velocity); ClipGibVelocity (self); self->avelocity[YAW] = crandom()*600; if (self->flags & FL_Q1_MONSTER) // Q1 monster heads don't disappear { self->think = NULL; self->nextthink = 0; } else { self->think = gib_fade; // Knightmare- gib fade, was G_FreeEdict self->nextthink = level.time + 10 + random()*10; } //PGM self->s.renderfx |= RF_IR_VISIBLE; //PGM self->class_id = ENTITY_GIBHEAD; gi.linkentity (self); } // NOTE: SP_gibhead is ONLY intended to be used for gibs that change maps // via trigger_transition. It should NOT be used for map entities. void SP_gibhead (edict_t *gib) { if (gib->key_message) gi.setmodel (gib, gib->key_message); else gi.setmodel (gib, "models/objects/gibs/head2/tris.md2"); if (gib->style == GIB_ORGANIC) gib->touch = gib_touch; gib->think = gib_delayed_start; gib->nextthink = level.time + FRAMETIME; gi.linkentity (gib); } void ThrowClientHead (edict_t *self, int damage) { vec3_t vd; char *gibname; if (self->movewith) // Knightmare- remove stuff for movewith monsters { if (self->oldmovetype) //restore movetype self->movetype = self->oldmovetype; self->movewith = NULL; VectorClear(self->movewith_offset); self->movewith_set = 0; } if (rand()&1) { gibname = "models/objects/gibs/head2/tris.md2"; self->s.skinnum = 1; // second skin is player } else { gibname = "models/objects/gibs/skull/tris.md2"; self->s.skinnum = 0; } self->s.origin[2] += 32; self->s.frame = 0; gi.setmodel (self, gibname); VectorSet (self->mins, -4, -4, -4); VectorSet (self->maxs, 4, 4, 4); self->takedamage = DAMAGE_NO; self->solid = SOLID_TRIGGER; // Knightmare- was SOLID_NOT self->s.effects = EF_GIB; self->s.sound = 0; self->flags |= FL_NO_KNOCKBACK; self->svflags |= SVF_GIB; // Knightmare- gib flag self->movetype = MOVETYPE_BOUNCE; VelocityForDamage (damage, vd); VectorAdd (self->velocity, vd, self->velocity); if (self->client) // bodies in the queue don't have a client anymore { self->client->anim_priority = ANIM_DEATH; self->client->anim_end = self->s.frame; } else { self->think = NULL; self->nextthink = 0; } gi.linkentity (self); } /* ================= debris ================= */ void debris_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { G_FreeEdict (self); } void ThrowDebris (edict_t *self, char *modelname, float speed, vec3_t origin, int frame, int skin, int effects) { edict_t *chunk; vec3_t v; // Lazarus: Prevent gib showers (generally due to firing BFG in a crowd) from // causing SZ_GetSpace: overflow if (level.framenum > lastgibframe) { gibsthisframe = 0; lastgibframe = level.framenum; } gibsthisframe++; if (gibsthisframe > sv_maxgibs->value) return; chunk = G_Spawn(); VectorCopy (origin, chunk->s.origin); gi.setmodel (chunk, modelname); // inherit translucency flags from parent entity if (self->s.renderfx & RF_TRANSLUCENT) chunk->s.renderfx |= RF_TRANSLUCENT; if (self->s.effects & EF_SPHERETRANS) chunk->s.effects |= EF_SPHERETRANS; #ifdef KMQUAKE2_ENGINE_MOD // Knightmare- translucent entities throw translucent debris if ( (self->s.alpha) && (self->s.alpha > 0.0f) && (self->s.alpha < 1.0f) ) chunk->s.alpha = self->s.alpha; #endif v[0] = 100 * crandom(); v[1] = 100 * crandom(); v[2] = 100 + 100 * crandom(); VectorMA (self->velocity, speed, v, chunk->velocity); chunk->movetype = MOVETYPE_BOUNCE; VectorSet (chunk->mins, -1, -1, -1); VectorSet (chunk->maxs, 1, 1, 1); chunk->solid = SOLID_TRIGGER; // Knightmare- was SOLID_NOT chunk->avelocity[0] = random()*600; chunk->avelocity[1] = random()*600; chunk->avelocity[2] = random()*600; chunk->think = gib_fade; // Knightmare- gib fade, was G_FreeEdict chunk->nextthink = level.time + 8 + random()*10; // chunk->s.frame = 0; chunk->s.frame = frame; // Knightmare added chunk->flags = 0; chunk->classname = "debris"; chunk->svflags |= SVF_GIB; // Knightmare- gib flag chunk->takedamage = DAMAGE_NO; // was DAMAGE_YES chunk->die = debris_die; // Lazarus: skin number and effects chunk->s.skinnum = skin; chunk->s.effects |= effects; chunk->class_id = ENTITY_DEBRIS; gi.linkentity (chunk); } // NOTE: SP_debris is ONLY intended to be used for debris chunks that change maps // via trigger_transition. It should NOT be used for map entities. void debris_delayed_start (edict_t *debris) { if (g_edicts[1].linkcount) { debris->think = gib_fade; debris->nextthink = level.time + 8 + random()*5; } else { debris->nextthink = level.time + FRAMETIME; } } void SP_debris (edict_t *debris) { if (debris->message) gi.setmodel (debris, debris->message); else gi.setmodel (debris, "models/objects/debris2/tris.md2"); debris->think = debris_delayed_start; debris->nextthink = level.time + FRAMETIME; debris->die = debris_die; gi.linkentity (debris); } void BecomeExplosion1 (edict_t *self) { gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_EXPLOSION1); gi.WritePosition (self->s.origin); gi.multicast (self->s.origin, MULTICAST_PVS); // Lazarus explosions if (level.num_reflectors) ReflectExplosion (TE_EXPLOSION1, self->s.origin); G_FreeEdict (self); } void BecomeExplosion2 (edict_t *self) { gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_EXPLOSION2); gi.WritePosition (self->s.origin); gi.multicast (self->s.origin, MULTICAST_PVS); // Lazarus explosions if (level.num_reflectors) ReflectExplosion (TE_EXPLOSION1, self->s.origin); G_FreeEdict (self); } void BecomeExplosion3 (edict_t *self) { gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_EXPLOSION1_BIG); gi.WritePosition (self->s.origin); gi.multicast (self->s.origin, MULTICAST_PVS); // Lazarus explosions if (level.num_reflectors) ReflectExplosion (TE_EXPLOSION1, self->s.origin); G_FreeEdict (self); } /*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8) TELEPORT NO_ROTATE TELEPORT: The enity will teleport to this location NO_ROTATE: a train with ROTATE spawnflag will not angle toward this waypoint "target" next path corner "pathtarget" gets used when an entity that has this path_corner targeted touches it "wait" number of seconds before continuing; -1 = wait for retrigger "speed" speed of train "accel" acceleration of train "decel" deceleration of train "pitch_speed" (Nose up & Down) in degrees per second (additive for ROT_CONST trains) "yaw_speed" (Side-to-side "wiggle") in degrees per second (additive for ROT_CONST trains) "roll_speed" (Banking) in degrees per second (additive for ROT_CONST trains) */ void path_corner_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) { vec3_t v; edict_t *next; if (other->movetarget != self) return; if (other->enemy) return; if (self->pathtarget) { char *savetarget; savetarget = self->target; self->target = self->pathtarget; G_UseTargets (self, other); self->target = savetarget; } if (self->target) next = G_PickTarget(self->target); else next = NULL; // Lazarus: Distinguish between path_corner and target_actor, or target_actor // with JUMP spawnflag will result in teleport. Ack! if ((next) && (next->spawnflags & 1) && !Q_stricmp(next->classname,"path_corner")) { VectorCopy (next->s.origin, v); v[2] += next->mins[2]; v[2] -= other->mins[2]; VectorCopy (v, other->s.origin); next = G_PickTarget(next->target); other->s.event = EV_OTHER_TELEPORT; } other->goalentity = other->movetarget = next; if (self->wait > 0) { // Zaero if ( (level.maptype == MAPTYPE_ZAERO) && (other->goalentity) ) { VectorSubtract (other->goalentity->s.origin, other->s.origin, v); other->ideal_yaw = vectoyaw (v); } // end Zaero other->monsterinfo.pausetime = level.time + self->wait; other->monsterinfo.stand (other); return; } else if (self->wait < 0) { other->monsterinfo.pausetime = level.time + 100000000; other->monsterinfo.stand (other); } else { if (!other->movetarget) { other->monsterinfo.pausetime = level.time + 100000000; other->monsterinfo.stand (other); } else { VectorSubtract (other->goalentity->s.origin, other->s.origin, v); other->ideal_yaw = vectoyaw (v); } } self->count--; if (self->count == 0) { self->think = G_FreeEdict; self->nextthink = level.time + 1; } } void SP_path_corner (edict_t *self) { if (!self->targetname) { gi.dprintf ("path_corner with no targetname at %s\n", vtos(self->s.origin)); G_FreeEdict (self); return; } self->class_id = ENTITY_PATH_CORNER; self->solid = SOLID_TRIGGER; self->touch = path_corner_touch; VectorSet (self->mins, -8, -8, -8); VectorSet (self->maxs, 8, 8, 8); self->svflags |= SVF_NOCLIENT; gi.linkentity (self); } /*QUAKED point_combat (.5 .3 0) (-8 -8 -8) (8 8 8) Hold DriveTrain Makes this the target of a monster and it will head here when first activated before going after the activator. If hold is selected, it will stay here. "count" number of times it can be used "pathtarget" targetname of entity to be triggered when the point_combat is used. "target" targetname of the next point_combat in the path "targetname" name of the specific point_combat */ void tracktrain_drive(edict_t *train, edict_t *other); void point_combat_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) { edict_t *activator; if (other->movetarget != self) return; self->count--; if (self->count == 0) { self->think = G_FreeEdict; self->nextthink = level.time + self->delay + 1; } if (self->target) { other->target = self->target; other->goalentity = other->movetarget = G_PickTarget(other->target); if (!other->goalentity) { gi.dprintf("%s at %s target %s does not exist\n", self->classname, vtos(self->s.origin), self->target); other->movetarget = self; } // Lazarus: NO NO NO! This makes the pc's target accessible once and only once //self->target = NULL; } else if ((self->spawnflags & 1) && !(other->flags & (FL_SWIM|FL_FLY))) { other->monsterinfo.pausetime = level.time + 100000000; other->monsterinfo.aiflags |= AI_STAND_GROUND; other->monsterinfo.stand (other); } if (other->movetarget == self) { other->target = NULL; other->movetarget = NULL; other->goalentity = other->enemy; other->monsterinfo.aiflags &= ~AI_COMBAT_POINT; } if (self->pathtarget) { if (self->spawnflags & 2) { edict_t *train; train = G_PickTarget(self->pathtarget); if (train) tracktrain_drive(train,other); } else { char *savetarget; savetarget = self->target; self->target = self->pathtarget; if (other->enemy && other->enemy->client) activator = other->enemy; else if (other->oldenemy && other->oldenemy->client) activator = other->oldenemy; else if (other->activator && other->activator->client) activator = other->activator; else activator = other; G_UseTargets (self, activator); self->target = savetarget; } } } void SP_point_combat (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } self->class_id = ENTITY_POINT_COMBAT; self->solid = SOLID_TRIGGER; self->touch = point_combat_touch; VectorSet (self->mins, -8, -8, -16); VectorSet (self->maxs, 8, 8, 16); self->svflags = SVF_NOCLIENT; gi.linkentity (self); }; /*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8) Just for the debugging level. Don't use */ void TH_viewthing(edict_t *ent) { ent->s.frame = (ent->s.frame + 1) % 7; ent->nextthink = level.time + FRAMETIME; } void SP_viewthing(edict_t *ent) { gi.dprintf ("viewthing spawned\n"); ent->class_id = ENTITY_VIEWTHING; ent->movetype = MOVETYPE_NONE; ent->solid = SOLID_BBOX; ent->s.renderfx = RF_FRAMELERP; VectorSet (ent->mins, -16, -16, -24); VectorSet (ent->maxs, 16, 16, 32); ent->s.modelindex = gi.modelindex ("models/objects/banner/tris.md2"); gi.linkentity (ent); ent->nextthink = level.time + 0.5; ent->think = TH_viewthing; return; } /*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4) Used as a positional target for spotlights, etc. */ void SP_info_null (edict_t *self) { G_FreeEdict (self); }; /*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4) Used as a positional target for lightning. */ void SP_info_notnull (edict_t *self) { self->class_id = ENTITY_INFO_NOTNULL; VectorCopy (self->s.origin, self->absmin); VectorCopy (self->s.origin, self->absmax); }; /*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF Non-displayed light. Default light value is 300. Default style is 0. If targeted, will toggle between on and off. Default _cone value is 10 (used to set size of light for spotlights) */ #define START_OFF 1 /*static*/ void light_use (edict_t *self, edict_t *other, edict_t *activator) { if (self->spawnflags & START_OFF) { gi.configstring (CS_LIGHTS+self->style, "m"); self->spawnflags &= ~START_OFF; } else { gi.configstring (CS_LIGHTS+self->style, "a"); self->spawnflags |= START_OFF; self->count--; if (self->count == 0) { self->think = G_FreeEdict; self->nextthink = level.time + 1; } } } void SP_light (edict_t *self) { // no targeted lights in deathmatch, because they cause global messages if (!self->targetname || deathmatch->value) { G_FreeEdict (self); return; } self->class_id = ENTITY_LIGHT; if (self->style >= 32) { self->use = light_use; if (self->spawnflags & START_OFF) gi.configstring (CS_LIGHTS+self->style, "a"); else gi.configstring (CS_LIGHTS+self->style, "m"); } } /*QUAKED func_wall (0 .5 .8) ? TRIGGER_SPAWN TOGGLE START_ON ANIMATED ANIMATED_FAST This is just a solid wall if not inhibited TRIGGER_SPAWN the wall will not be present until triggered it will then blink in to existance; it will kill anything that was in it's way TOGGLE only valid for TRIGGER_SPAWN walls this allows the wall to be turned on and off START_ON only valid for TRIGGER_SPAWN walls the wall will initially be present */ void func_wall_use (edict_t *self, edict_t *other, edict_t *activator) { if (self->solid == SOLID_NOT) { self->solid = SOLID_BSP; self->svflags &= ~SVF_NOCLIENT; KillBox (self); } else { self->solid = SOLID_NOT; self->svflags |= SVF_NOCLIENT; self->count--; if (self->count == 0) { self->think = G_FreeEdict; self->nextthink = level.time + 1; return; } } gi.linkentity (self); if (!(self->spawnflags & 2)) self->use = NULL; } void SP_func_wall (edict_t *self) { self->class_id = ENTITY_FUNC_WALL; self->movetype = MOVETYPE_PUSH; gi.setmodel (self, self->model); if (self->spawnflags & 8) self->s.effects |= EF_ANIM_ALL; if (self->spawnflags & 16) self->s.effects |= EF_ANIM_ALLFAST; // just a wall if ((self->spawnflags & 7) == 0) { self->solid = SOLID_BSP; gi.linkentity (self); return; } // it must be TRIGGER_SPAWN if (!(self->spawnflags & 1)) { // gi.dprintf("func_wall missing TRIGGER_SPAWN\n"); self->spawnflags |= 1; } // yell if the spawnflags are odd if (self->spawnflags & 4) { if (!(self->spawnflags & 2)) { gi.dprintf("func_wall START_ON without TOGGLE\n"); self->spawnflags |= 2; } } self->use = func_wall_use; if (self->spawnflags & 4) { self->solid = SOLID_BSP; } else { self->solid = SOLID_NOT; self->svflags |= SVF_NOCLIENT; } gi.linkentity (self); } /*QUAKED func_object (0 .5 .8) ? TRIGGER_SPAWN ANIMATED ANIMATED_FAST This is solid bmodel that will fall if it's support it removed. */ void func_object_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) { // only squash thing we fall on top of if (!plane) return; if (plane->normal[2] < 1.0) return; if (other->takedamage == DAMAGE_NO) return; T_Damage (other, self, self, vec3_origin, self->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH); } void func_object_release (edict_t *self) { self->movetype = MOVETYPE_TOSS; self->touch = func_object_touch; } void func_object_use (edict_t *self, edict_t *other, edict_t *activator) { self->solid = SOLID_BSP; self->svflags &= ~SVF_NOCLIENT; self->use = NULL; KillBox (self); func_object_release (self); } void SP_func_object (edict_t *self) { gi.setmodel (self, self->model); self->mins[0] += 1; self->mins[1] += 1; self->mins[2] += 1; self->maxs[0] -= 1; self->maxs[1] -= 1; self->maxs[2] -= 1; if (!self->dmg) self->dmg = 100; if (self->spawnflags == 0) { self->solid = SOLID_BSP; self->movetype = MOVETYPE_PUSH; self->think = func_object_release; self->nextthink = level.time + 2 * FRAMETIME; } else { self->solid = SOLID_NOT; self->movetype = MOVETYPE_PUSH; self->use = func_object_use; self->svflags |= SVF_NOCLIENT; } if (self->spawnflags & 2) self->s.effects |= EF_ANIM_ALL; if (self->spawnflags & 4) self->s.effects |= EF_ANIM_ALLFAST; self->clipmask = MASK_MONSTERSOLID; self->class_id = ENTITY_FUNC_OBJECT; gi.linkentity (self); } #define TRAIN_ROTATE 8 /*QUAKED func_explosive (0 .5 .8) ? Trigger_Spawn Animated Animated_Fast Inactive Explosive_Only Any brush that you want to explode or break apart. If you want an ex0plosion, set dmg and it will do a radius explosion of that amount at the center of the bursh. If targeted it will not be shootable, unless the inactive flag is set. INACTIVE - Specifies that the entity is not explodable until triggered. If you use this you must target the entity you want to trigger it. This is the only entity approved to activate it. health defaults to 100. mass defaults to 75. This determines how much debris is emitted when it explodes. You get one large chunk per 100 of mass (up to 8) and one small chunk per 25 of mass (up to 16). So 800 gives the most. delay- How long to wait before exploding, useful for a chain of func_explosives. gib_type- Set to 1 for metal, 2 for glass, 3 for barrel, 4 for crate, 5 for rock, 6 for crystal 7 for mechanical, 8 for wood, 9 for tech gibs. skinnum- Skin number for the gibs to use. */ void train_kill_children (edict_t *self); void turret_breach_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point); void func_explosive_use(edict_t *self, edict_t *other, edict_t *activator); void func_explosive_respawn(edict_t *self) { KillBox(self); self->solid = SOLID_BSP; self->svflags &= ~SVF_NOCLIENT; self->health = self->max_health; self->takedamage = DAMAGE_YES; self->use = func_explosive_use; gi.linkentity(self); } void func_explosive_explode (edict_t *self) { vec3_t origin; vec3_t chunkorigin; vec3_t size; int count; int mass; edict_t *master; qboolean done = false; // Knightmare- kill exploding train's pieces /* if ( !strcmp(self->classname, "func_train") && (level.maptype == MAPTYPE_ROGUE) ) { if (self->team) { edict_t *e; for (e=self->teamchain; e ; e = e->teamchain) { //don't kill other synched trains if (strcmp(e->classname, "func_train") != 0) G_FreeEdict(e); } } }*/ // Knightmare- kill turret base's breach if (!strcmp(self->classname, "turret_base")) { if (self->team) { edict_t *e; int i; e = g_edicts+1; // skip the worldspawn for (i = 1; i < globals.num_edicts; i++, e++) { if (!e->classname) continue; // only destroy the breach if (!strcmp(e->classname, "turret_breach") && !strcmp(e->team, self->team)) { e->health = -1; e->gib_health = 0; turret_breach_die (e, self, self, 1000, self->s.origin); break; } } } } // Knightmare- remove train's children if it is destroyed train_kill_children(self); // Knightmare- don't manipulate origin of rotating train- it already has it in the right place if ( strcmp(self->classname, "func_train") || !self->spawnflags & TRAIN_ROTATE ) { // bmodel origins are (0 0 0), we need to adjust that here VectorScale (self->size, 0.5, size); VectorAdd (self->absmin, size, origin); VectorCopy (origin, self->s.origin); } else VectorCopy (self->s.origin, origin); self->takedamage = DAMAGE_NO; if (self->dmg) T_RadiusDamage (self, self->activator, self->dmg, NULL, self->dmg+40, MOD_EXPLOSIVE); if (self->item) //Knightmare- added item dropping { Drop_Item (self, self->item); self->item = NULL; } VectorSubtract (self->s.origin, self->enemy->s.origin, self->velocity); VectorNormalize (self->velocity); VectorScale (self->velocity, 150, self->velocity); // start chunks towards the center VectorScale (size, 0.5, size); mass = self->mass; if (!mass) mass = 75; if ( (self->gib_type > 0) && (self->gib_type < 10)) { int r; count = mass/25; if (count > 128) count = 128; while (count--) { r = (rand() % 5) + 1; chunkorigin[0] = origin[0] + crandom() * size[0]; chunkorigin[1] = origin[1] + crandom() * size[1]; chunkorigin[2] = origin[2] + crandom() * size[2]; switch (self->gib_type) { case GIB_METAL: ThrowDebris (self, va("models/objects/metal_gibs/gib%i.md2",r), 2, chunkorigin, 0, self->skinnum, 0); break; case GIB_GLASS: ThrowDebris (self, va("models/objects/glass_gibs/gib%i.md2",r), 2, chunkorigin, 0, self->skinnum, EF_SPHERETRANS); break; case GIB_BARREL: ThrowDebris (self, va("models/objects/barrel_gibs/gib%i.md2",r), 2, chunkorigin, 0, self->skinnum, 0); break; case GIB_CRATE: ThrowDebris (self, va("models/objects/crate_gibs/gib%i.md2",r), 2, chunkorigin, 0, self->skinnum, 0); break; case GIB_ROCK: ThrowDebris (self, va("models/objects/rock_gibs/gib%i.md2",r), 2, chunkorigin, 0, self->skinnum, 0); break; case GIB_CRYSTAL: ThrowDebris (self, va("models/objects/crystal_gibs/gib%i.md2",r), 2, chunkorigin, 0, self->skinnum, 0); break; case GIB_MECH: ThrowDebris (self, va("models/objects/mech_gibs/gib%i.md2",r), 2, chunkorigin, 0, self->skinnum, 0); break; case GIB_WOOD: ThrowDebris (self, va("models/objects/wood_gibs/gib%i.md2",r), 2, chunkorigin, 0, self->skinnum, 0); break; case GIB_TECH: ThrowDebris (self, va("models/objects/tech_gibs/gib%i.md2",r), 2, chunkorigin, 0, self->skinnum, 0); break; } } } else { // big chunks if (mass >= 100) { count = mass / 100; if (count > 128) // Knightmare- changed to 32 count = 128; while (count--) { chunkorigin[0] = origin[0] + crandom() * size[0]; chunkorigin[1] = origin[1] + crandom() * size[1]; chunkorigin[2] = origin[2] + crandom() * size[2]; ThrowDebris (self, "models/objects/debris1/tris.md2", 1, chunkorigin, 0, 0, 0); } } // small chunks count = mass / 25; if (count > 256) // Knightmare- changed to 64 count = 256; while (count--) { chunkorigin[0] = origin[0] + crandom() * size[0]; chunkorigin[1] = origin[1] + crandom() * size[1]; chunkorigin[2] = origin[2] + crandom() * size[2]; ThrowDebris (self, "models/objects/debris2/tris.md2", 2, chunkorigin, 0, 0, 0); } } // PMM - if we're part of a train, clean ourselves out of it if (self->flags & FL_TEAMSLAVE && !self->movewith_set) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("Removing func_explosive from train!\n"); if (self->teammaster) { master = self->teammaster; if (master && master->inuse) // because mappers (other than jim (usually)) are stupid.... { while (!done) { if (master->teamchain == self) { master->teamchain = self->teamchain; done = true; } master = master->teamchain; if (!master) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("Couldn't find myself in master's chain, ignoring!\n"); } } } } else { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("No master to free myself from, ignoring!\n"); } } G_UseTargets (self, self->activator); // Knightmare- support for deathtarget if (self->deathtarget) { self->target = self->deathtarget; G_UseTargets (self, self->activator); } // Knightmare- support for destroytarget if (self->destroytarget) { self->target = self->destroytarget; G_UseTargets (self, self->activator); } // Respawnable func_explosive. If desired, replace these lines.... if (self->dmg) { if (mass >= 400) BecomeExplosion3 (self); else BecomeExplosion1 (self); } else G_FreeEdict (self); /* with these: if (self->dmg) { gi.WriteByte (svc_temp_entity); if (mass >= 400) gi.WriteByte (TE_EXPLOSION1_BIG); else gi.WriteByte (TE_EXPLOSION1); gi.WritePosition (self->s.origin); gi.multicast (self->s.origin, MULTICAST_PVS); } VectorClear(self->s.origin); VectorClear(self->velocity); self->solid = SOLID_NOT; self->svflags |= SVF_NOCLIENT; self->think = func_explosive_respawn; self->nextthink = level.time + 10; // substitute whatever value you want here self->use = NULL; gi.linkentity(self); */ } void func_explosive_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { self->enemy = inflictor; self->activator = attacker; if (self->delay > 0) { //Knightmare- clean up child movement stuff here // Is this really needed anymore? /* VectorClear(self->avelocity); self->movewith = ""; self->movewith_set = 0; self->movewith_ent = NULL; self->postthink = NULL;*/ self->think = func_explosive_explode; self->nextthink = level.time + self->delay; } else func_explosive_explode(self); } void func_explosive_use (edict_t *self, edict_t *other, edict_t *activator) { func_explosive_die (self, self, other, self->health, vec3_origin); } //PGM void func_explosive_activate (edict_t *self, edict_t *other, edict_t *activator) { int approved; approved = 0; // PMM - looked like target and targetname were flipped here if (other != NULL && other->target) { if (!strcmp(other->target, self->targetname)) approved = 1; } if (!approved && activator!=NULL && activator->target) { if (!strcmp(activator->target, self->targetname)) approved = 1; } if (!approved) { // gi.dprintf("func_explosive_activate: incorrect activator\n"); return; } // PMM - according to mappers, they don't need separate cases for blowupable and triggerable // if (self->target) // { self->use = func_explosive_use; // } // else // { if (!self->health) self->health = 100; self->die = func_explosive_die; self->takedamage = DAMAGE_YES; // } } //PGM void func_explosive_spawn (edict_t *self, edict_t *other, edict_t *activator) { self->solid = SOLID_BSP; self->svflags &= ~SVF_NOCLIENT; self->svflags |= SVF_DAMAGEABLE; self->use = NULL; KillBox (self); gi.linkentity (self); } // Lazarus func_explosive can be damaged by impact void func_explosive_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) { int damage; float delta; float mass; vec3_t dir, impact_v; if (!self->health) return; if (other->mass <= 200) return; if (VectorLength(other->velocity)==0) return; // Check for impact damage if (self->health > 0) { VectorSubtract(other->velocity,self->velocity,impact_v); delta = VectorLength(impact_v); delta = delta*delta*0.0001; mass = self->mass; if (!mass) mass = 200; delta *= (float)(other->mass)/mass; if (delta > 30) { damage = (delta-30)/2; if (damage > 0) { VectorSubtract(self->s.origin,other->s.origin,dir); VectorNormalize(dir); T_Damage (self, other, other, dir, self->s.origin, vec3_origin, damage, 0, 0, MOD_FALLING); } } } } void SP_func_explosive (edict_t *self) { if (deathmatch->value) { // auto-remove for deathmatch G_FreeEdict (self); return; } self->class_id = ENTITY_FUNC_EXPLOSIVE; self->movetype = MOVETYPE_PUSH; PrecacheDebris(self->gib_type); gi.modelindex ("models/objects/debris1/tris.md2"); gi.modelindex ("models/objects/debris2/tris.md2"); gi.setmodel (self, self->model); if (self->spawnflags & 1) { self->svflags |= SVF_NOCLIENT; self->solid = SOLID_NOT; self->use = func_explosive_spawn; } //PGM else if (self->spawnflags & 8) { self->solid = SOLID_BSP; if (self->targetname) self->use = func_explosive_activate; } //PGM else { self->solid = SOLID_BSP; if (self->targetname) self->use = func_explosive_use; } if (self->spawnflags & 2) self->s.effects |= EF_ANIM_ALL; if (self->spawnflags & 4) self->s.effects |= EF_ANIM_ALLFAST; //PGM if ((self->use != func_explosive_use) && (self->use != func_explosive_activate)) //PGM { if (!self->health) self->health = 100; self->die = func_explosive_die; self->takedamage = DAMAGE_YES; } if (st.item) //Knightmare- item support { self->item = FindItemByClassname (st.item); if (!self->item) gi.dprintf("%s at %s has bad item: %s\n", self->classname, vtos(self->s.origin), st.item); } // Lazarus: added touch function for impact damage self->touch = func_explosive_touch; // Lazarus: for respawning func_explosives self->max_health = self->health; gi.linkentity (self); } void PrecacheDebris (int type) { int i; switch (type) { case 0: gi.modelindex ("models/objects/debris1/tris.md2"); gi.modelindex ("models/objects/debris2/tris.md2"); gi.modelindex ("models/objects/debris3/tris.md2"); break; case GIB_METAL: for (i=1;i<=5;i++) gi.modelindex(va("models/objects/metal_gibs/gib%i.md2",i)); break; case GIB_GLASS: for (i=1;i<=5;i++) gi.modelindex(va("models/objects/glass_gibs/gib%i.md2",i)); break; case GIB_BARREL: for (i=1;i<=5;i++) gi.modelindex(va("models/objects/barrel_gibs/gib%i.md2",i)); break; case GIB_CRATE: for (i=1;i<=5;i++) gi.modelindex(va("models/objects/crate_gibs/gib%i.md2",i)); break; case GIB_ROCK: for (i=1;i<=5;i++) gi.modelindex(va("models/objects/rock_gibs/gib%i.md2",i)); break; case GIB_CRYSTAL: for (i=1;i<=5;i++) gi.modelindex(va("models/objects/crystal_gibs/gib%i.md2",i)); break; case GIB_MECH: for (i=1;i<=5;i++) gi.modelindex(va("models/objects/mech_gibs/gib%i.md2",i)); break; case GIB_WOOD: for (i=1;i<=5;i++) gi.modelindex(va("models/objects/wood_gibs/gib%i.md2",i)); break; case GIB_TECH: for (i=1;i<=5;i++) gi.modelindex(va("models/objects/tech_gibs/gib%i.md2",i)); break; } } // Knightmare- func_breakaway is a brush model that breaks away from its // surroundings (masonry, boulders, etc.), and changes from // SOLID_BSP MOVETYPE_PUSH to SOLID_BBOX MOVETYPE_DEBRIS. #define BREAKAWAY_TRIGGER_SPAWN 1 #define BREAKAWAY_ANIM 2 #define BREAKAWAY_ANIM_FAST 4 #define BREAKAWAY_INACTIVE 8 #define BREAKAWAY_FADE 16 #define BREAKAWAY_ALWAYS_SHOOT 32 #define BREAKAWAY_TARGET_ANGLE 64 /*QUAKED func_breakaway (0 .5 .8) ? Trigger_Spawn Animated Animated_Fast Inactive Fade AlwaysShoot TargAngle Any brush model that you want to break away from its surroundings (masonry, boulders, etc.). Needs an origin brush unless its center is at the map origin. If targeted it will not be shootable, unless the inactive flag is set. Inactive - Specifies that the entity is not shootable until triggered. Fade - Specifies that the entity will fade away after coming to a rest. Time to fade is specified by "fadeout". Default: 30 seconds. AlwaysShoot- Damagable even if targeted. TargAngle- Will rotate toward "move_angles" when dislodged. Useful for objects that fall over flat. Use "duration" for how many seconds the rotation takes. Default: 5, will also always be > "wait" "health" Defaults to 100. "health2" How much health to destroy the brush after it has come to a stop. "mass" Defaults to 500. This determines how much damage the falling boulder does. "speed" Defaults to 100. This sets how fast the brush will move (only if triggered). "angles" Sets the initial angle that the brush will move at. Use pitch, yaw, and roll. "delay" How long to wait before breaking away, default 0. "wait" How long before it becomes SOLID_BBOX after being dislodged, default 0.3. "fadeout" If the Fade flag is set, this is how long until it fades away. "noise" Sound to play when it hits. "count" Number of times to play impact sound "target" Will fire all entities with this targetname when it breaks free. "deathtarget" Will fire all entities with this targetname when it breaks free. "destroytarget" Will fire all entities with this targetname when it is destroyed after coming to a rest. "gib_type" Set to 1 for metal, 2 for glass, 3 for barrel, 4 for crate, 5 for rock, 6 for crystal 7 for mechanical, 8 for wood, 9 for tech gibs. "bleft" Min b-box coords XYZ. Default = -16 -16 -16 "tright" Max b-box coords XYZ. Default = 16 16 16 To have other entities move with the brush, set the door pieces' movewith values to the same as the brush's targetname and they will move in unison, and will also fade away in unison if the Fade spawnflag is set. Be sure to use the AlwaysShoot spawnflag if you want it to be shootable. NOTE: All the pieces must be created after the brush entity, otherwise they will move ahead of it. */ void func_breakaway_hit (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) { if (surf && (surf->flags & SURF_SKY)) { G_FreeEdict (self); return; } if (plane && plane->normal) { // roll in direction of movement if (!(self->spawnflags & BREAKAWAY_TARGET_ANGLE)) { vectoangles (self->velocity, self->avelocity); VectorNormalize (self->avelocity); VectorScale (self->avelocity, ((400+random()*20* self->speed) / (self->mass * 0.05)), self->avelocity); } if (self->noise_index && !(self->waterlevel)) { gi.sound (self, CHAN_AUTO, self->noise_index, 1.0, ATTN_NORM, 0); self->count--; if (self->count == 0) self->noise_index = 0; } } } void func_breakaway_think (edict_t *self) { vec3_t move; if (self->spawnflags & BREAKAWAY_TARGET_ANGLE) { if (level.time >= self->timestamp) //we should be done rotating by now { if (self->style & 1) //if done rotating { VectorClear (self->avelocity); VectorCopy (self->move_angles, self->s.angles); } else //set up final rotation { VectorSubtract (self->move_angles, self->s.angles, move); VectorScale (move, 1.0/FRAMETIME, self->avelocity); self->style |= 1; } } else VectorCopy (self->relative_avelocity, self->avelocity); } // Don't become immobile until we're on solid ground if (!VectorLength(self->velocity) && self->groundentity && self->groundentity == world) { VectorClear (self->velocity); VectorClear (self->avelocity); if (self->spawnflags & BREAKAWAY_FADE) { self->think = gib_fade; self->nextthink = level.time + (int)self->fadeout; return; } self->movetype = MOVETYPE_PUSH; VectorClear (self->mins); VectorClear (self->maxs); gi.setmodel (self, self->model); self->solid = SOLID_BSP; self->nextthink = 0; gi.linkentity (self); } else self->nextthink = level.time + FRAMETIME; } void func_breakaway_makesolid (edict_t *self) { self->solid = SOLID_BBOX; VectorCopy (self->bleft, self->mins); VectorCopy (self->tright, self->maxs); if (self->health2) { self->health = self->health2; self->die = func_explosive_die; self->takedamage = DAMAGE_YES; self->delay = 0; } self->think = func_breakaway_think; self->nextthink = level.time + FRAMETIME; } void func_breakaway_fall (edict_t *self) { vec_t var = self->speed/5; //int i; self->use = NULL; self->velocity[0] = self->speed * self->movedir[0] + var * crandom(); self->velocity[1] = self->speed * self->movedir[1] + var * crandom(); self->velocity[2] = self->speed * self->movedir[2] + var * crandom(); if (!(self->spawnflags & BREAKAWAY_TARGET_ANGLE)) { vectoangles (self->movedir, self->avelocity); VectorNormalize (self->avelocity); VectorScale (self->avelocity, ((400+random()*20*self->speed) / (self->mass * 0.05)), self->avelocity); /*for (i = 0; i < 3; i++) { self->avelocity[i] = (random()*600) / (self->mass * 0.05); if (random() > 0.5) self->avelocity[i] *= -1; }*/ } else //get difference in current and target angles, divide by time to get avelocity { VectorSubtract (self->move_angles, self->s.angles, self->avelocity); VectorScale (self->avelocity, (1/self->duration), self->avelocity); VectorCopy (self->avelocity, self->relative_avelocity); self->timestamp = level.time + self->duration; //save when we started rotating self->style &= ~1; //flag for whether to stop movement } self->attenuation = 0.5; self->movetype = MOVETYPE_DEBRIS; self->solid = SOLID_NOT; //make not solid to not clip with world self->touch = func_breakaway_hit; self->think = func_breakaway_makesolid; //make solid again after wait self->nextthink = level.time + self->wait; G_UseTargets (self, self->activator); if (self->deathtarget) { self->target = self->deathtarget; G_UseTargets (self, self->activator); } self->target = NULL; gi.linkentity (self); } void func_breakaway_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { self->enemy = inflictor; self->activator = attacker; self->speed = max(damage, self->speed); self->takedamage = DAMAGE_NO; self->die = NULL; if (self->delay > 0) { // Knightmare- clean up child movement stuff here VectorClear(self->avelocity); self->movewith = ""; self->movewith_set = 0; self->movewith_ent = NULL; self->postthink = NULL; self->think = func_breakaway_fall; self->nextthink = level.time + self->delay; } else func_breakaway_fall (self); } void func_breakaway_use (edict_t *self, edict_t *other, edict_t *activator) { func_breakaway_die (self, self, other, self->speed, vec3_origin); } void func_breakaway_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) { int damage; float delta; float mass; vec3_t dir, impact_v; if (!self->health) return; if (other->mass <= 200) return; if (VectorLength(other->velocity)==0) return; // Check for impact damage if (self->health > 0) { VectorSubtract(other->velocity,self->velocity,impact_v); delta = VectorLength(impact_v); delta = delta*delta*0.0001; mass = self->mass; if (!mass) mass = 200; delta *= (float)(other->mass)/mass; if (delta > 30) { damage = (delta-30)/2; if (damage > 0) { VectorSubtract(self->s.origin,other->s.origin,dir); VectorNormalize(dir); T_Damage (self, other, other, dir, self->s.origin, vec3_origin, damage, 0, 0, MOD_FALLING); } } } } void func_breakaway_spawn (edict_t *self, edict_t *other, edict_t *activator) { self->solid = SOLID_BSP; self->svflags &= ~SVF_NOCLIENT; self->svflags |= SVF_DAMAGEABLE; self->use = func_breakaway_use; KillBox (self); gi.linkentity (self); } void func_breakaway_activate(edict_t *self, edict_t *other, edict_t *activator) { if (!self->health) self->health = 100; self->die = func_breakaway_die; self->takedamage = DAMAGE_YES; self->use = func_breakaway_use; } void SP_func_breakaway (edict_t *self) { self->class_id = ENTITY_FUNC_BREAKAWAY; self->movetype = MOVETYPE_PUSH; gi.setmodel (self, self->model); G_SetMovedir (self->s.angles, self->movedir); // precache debris if destroyable if (self->health2) PrecacheDebris(self->gib_type); if ( (!VectorLength(self->bleft)) && (!VectorLength(self->tright)) ) { VectorSet(self->bleft, -16, -16, -16); VectorSet(self->tright, 16, 16, 16); } if (!self->mass) self->mass = 500; if (!self->speed) self->speed = 100; if ((self->spawnflags & BREAKAWAY_FADE) && !self->fadeout) self->fadeout = 30; if (!self->wait) self->wait = 0.3; if (self->spawnflags & BREAKAWAY_TARGET_ANGLE) { if (!self->duration) self->duration = 5.0; // must stop rotating AFTER becoming solid if (self->duration <= self->wait) self->duration = self->wait + FRAMETIME; } if (st.noise) self->noise_index = gi.soundindex (st.noise); if (self->spawnflags & BREAKAWAY_TRIGGER_SPAWN) { self->svflags |= SVF_NOCLIENT; self->solid = SOLID_NOT; self->use = func_breakaway_spawn; } else if (self->spawnflags & BREAKAWAY_INACTIVE) { self->solid = SOLID_BSP; if (self->targetname) self->use = func_breakaway_activate; } else { self->solid = SOLID_BSP; if (self->targetname) self->use = func_breakaway_use; } if (self->spawnflags & BREAKAWAY_ANIM) self->s.effects |= EF_ANIM_ALL; if (self->spawnflags & BREAKAWAY_ANIM_FAST) self->s.effects |= EF_ANIM_ALLFAST; if ((self->spawnflags & BREAKAWAY_ALWAYS_SHOOT) || ((self->use != func_breakaway_use) && (self->use != func_breakaway_activate))) { if (!self->health) self->health = 100; self->die = func_breakaway_die; self->takedamage = DAMAGE_YES; } self->postthink = train_move_children; // supports movewith // touch function for impact damage self->touch = func_breakaway_touch; gi.linkentity (self); } /*QUAKED misc_explobox (0 .5 .8) (-16 -16 0) (16 16 40) Large exploding box. You can override its mass (100), health (80), and dmg (150). gib_type- Set to 3 for barrel-specific gibs. */ void barrel_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) { float ratio; vec3_t v; if ((!other->groundentity) || (other->groundentity == self)) return; ratio = (float)other->mass / (float)self->mass; VectorSubtract (self->s.origin, other->s.origin, v); M_walkmove (self, vectoyaw(v), 20 * ratio * FRAMETIME); } void barrel_explode (edict_t *self) { vec3_t org; float spd; vec3_t save; vec3_t size; int i; /*if (self->gib_type == GIB_BARREL) { //Knightmare- cap mass at 399 to avoid large explosion if (self->mass >= 400) self->mass = 399; func_explosive_explode (self); return; }*/ VectorCopy (self->s.origin, save); VectorMA (self->absmin, 0.5, self->size, self->s.origin); T_RadiusDamage (self, self->activator, self->dmg, NULL, self->dmg+40, MOD_BARREL); // Lazarus: Nice catch by Argh! For years now, explobox chunks have // gone through the floor. This is very noticeable if the floor // is transparent. Like func_explosive, shrink size box so that // debris has an initial standoff from the floor. VectorScale(self->size,0.5,size); //Knightmare- new gib code if (self->gib_type && self->gib_type == GIB_BARREL) { // top spd = 1.5 * (float)self->dmg / 200.0; VectorCopy (self->s.origin, org); org[2] = self->absmax[2]; ThrowDebris (self, "models/objects/barrel_gibs/gib2.md2", spd, org, 0, 0, 0); // side pieces for (i = 0; i < 8; i++) { org[0] = self->s.origin[0] + crandom() * size[0]; org[1] = self->s.origin[1] + crandom() * size[1]; org[2] = self->s.origin[2] + crandom() * size[2]; ThrowDebris (self, "models/objects/barrel_gibs/gib4.md2", spd, org, 0, 0, 0); } // bottom corners spd = 1.75 * (float)self->dmg / 200.0; VectorCopy (self->absmin, org); org[1] += self->size[1]; ThrowDebris (self, "models/objects/barrel_gibs/gib1.md2", spd, org, 0, 0, 0); org[0] += self->size[0] * 2; ThrowDebris (self, "models/objects/barrel_gibs/gib1.md2", spd, org, 0, 0, 0); // top corners VectorCopy (self->absmax, org); org[1] += self->size[1]; ThrowDebris (self, "models/objects/barrel_gibs/gib3.md2", spd, org, 0, 0, 0); org[0] += self->size[0] * 2; ThrowDebris (self, "models/objects/barrel_gibs/gib3.md2", spd, org, 0, 0, 0); // a bunch of little chunks spd = 2 * self->dmg / 200; for (i = 0; i < 8; i++) { org[0] = self->s.origin[0] + crandom() * size[0]; org[1] = self->s.origin[1] + crandom() * size[1]; org[2] = self->s.origin[2] + crandom() * size[2]; ThrowDebris (self, "models/objects/barrel_gibs/gib5.md2", spd, org, 0, 0, 0); } } else { // a few big chunks spd = 1.5 * (float)self->dmg / 200.0; for (i = 0; i < 2; i++) { org[0] = self->s.origin[0] + crandom() * size[0]; org[1] = self->s.origin[1] + crandom() * size[1]; org[2] = self->s.origin[2] + crandom() * size[2]; ThrowDebris (self, "models/objects/debris1/tris.md2", spd, org, 0, 0, 0); } // bottom corners spd = 1.75 * (float)self->dmg / 200.0; VectorCopy (self->absmin, org); ThrowDebris (self, "models/objects/debris3/tris.md2", spd, org, 0, 0, 0); VectorCopy (self->absmin, org); org[0] += self->size[0]; ThrowDebris (self, "models/objects/debris3/tris.md2", spd, org, 0, 0, 0); VectorCopy (self->absmin, org); org[1] += self->size[1]; ThrowDebris (self, "models/objects/debris3/tris.md2", spd, org, 0, 0, 0); VectorCopy (self->absmin, org); org[0] += self->size[0]; org[1] += self->size[1]; ThrowDebris (self, "models/objects/debris3/tris.md2", spd, org, 0, 0, 0); // a bunch of little chunks spd = 2 * self->dmg / 200; for (i = 0; i < 8; i++) { org[0] = self->s.origin[0] + crandom() * size[0]; org[1] = self->s.origin[1] + crandom() * size[1]; org[2] = self->s.origin[2] + crandom() * size[2]; ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org, 0, 0, 0); } } // Lazarus: use targets G_UseTargets (self, self->activator); // Lazarus: added case for no damage if (self->dmg) { VectorCopy (save, self->s.origin); if (self->groundentity) { self->s.origin[2] = self->absmin[2] + 2; BecomeExplosion2 (self); } else BecomeExplosion1 (self); } else { gi.sound (self, CHAN_VOICE, gi.soundindex ("tank/thud.wav"), 1, ATTN_NORM, 0); G_FreeEdict (self); } } void barrel_delay (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { self->takedamage = DAMAGE_NO; self->nextthink = level.time + 2 * FRAMETIME; self->think = barrel_explode; self->activator = attacker; } //========= //PGM - change so barrels will think and hence, blow up void barrel_think (edict_t *self) { // the think needs to be first since later stuff may override. self->think = barrel_think; self->nextthink = level.time + FRAMETIME; M_CatagorizePosition (self); self->flags |= FL_IMMUNE_SLIME; self->air_finished = level.time + 100; M_WorldEffects (self); } void barrel_start (edict_t *self) { M_droptofloor(self); self->think = barrel_think; self->nextthink = level.time + FRAMETIME; } //PGM //========= void SP_misc_explobox (edict_t *self) { int i; if (deathmatch->value) { // auto-remove for deathmatch G_FreeEdict (self); return; } //Knightmare- barrel-specific gibs, since we have the higher limit #ifdef KMQUAKE2_ENGINE_MOD self->gib_type = GIB_BARREL; for (i=1; i<=5; i++) gi.modelindex(va("models/objects/barrel_gibs/gib%i.md2",i)); #else if (self->gib_type && self->gib_type == GIB_BARREL) { for (i=1; i<=5; i++) gi.modelindex(va("models/objects/barrel_gibs/gib%i.md2",i)); } else { gi.modelindex ("models/objects/debris1/tris.md2"); gi.modelindex ("models/objects/debris2/tris.md2"); gi.modelindex ("models/objects/debris3/tris.md2"); } #endif self->solid = SOLID_BBOX; self->movetype = MOVETYPE_STEP; self->model = "models/objects/barrels/tris.md2"; self->s.modelindex = gi.modelindex (self->model); VectorSet (self->mins, -16, -16, 0); VectorSet (self->maxs, 16, 16, 40); // Knightmare added- make IR visible self->s.renderfx |= RF_IR_VISIBLE; if (!self->mass) self->mass = 400; if (!self->health) self->health = 10; if (!self->dmg) self->dmg = 150; self->die = barrel_delay; self->takedamage = DAMAGE_YES; self->monsterinfo.aiflags = AI_NOSTEP; self->touch = barrel_touch; //PGM - change so barrels will think and hence, blow up self->think = barrel_start; self->nextthink = level.time + 2 * FRAMETIME; //PGM self->common_name = "Exploding Barrel"; self->class_id = ENTITY_MISC_EXPLOBOX; gi.linkentity (self); } // // miscellaneous specialty items // /*QUAKED misc_blackhole (1 .5 0) (-8 -8 -8) (8 8 8) */ // David Hyde's prethink function void misc_blackhole_transparent (edict_t *ent) { // Lazarus: This avoids the problem mentioned below. ent->s.renderfx = RF_TRANSLUCENT|RF_NOSHADOW; ent->prethink = NULL; gi.linkentity(ent); } void misc_blackhole_use (edict_t *ent, edict_t *other, edict_t *activator) { /* gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_BOSSTPORT); gi.WritePosition (ent->s.origin); gi.multicast (ent->s.origin, MULTICAST_PVS); */ G_FreeEdict (ent); } void misc_blackhole_think (edict_t *self) { if (++self->s.frame < 19) self->nextthink = level.time + FRAMETIME; else { self->s.frame = 0; self->nextthink = level.time + FRAMETIME; } } void SP_misc_blackhole (edict_t *ent) { ent->class_id = ENTITY_MISC_BLACKHOLE; ent->movetype = MOVETYPE_NONE; ent->solid = SOLID_NOT; VectorSet (ent->mins, -64, -64, 0); VectorSet (ent->maxs, 64, 64, 8); ent->s.modelindex = gi.modelindex ("models/objects/black/tris.md2"); // ent->s.renderfx = RF_TRANSLUCENT; David Hyde's fix for this ent->use = misc_blackhole_use; ent->think = misc_blackhole_think; ent->prethink = misc_blackhole_transparent; ent->nextthink = level.time + 2 * FRAMETIME; gi.linkentity (ent); } /*QUAKED misc_eastertank (1 .5 0) (-32 -32 -16) (32 32 32) NOT_SOLID COMMANDER */ void misc_eastertank_think (edict_t *self) { if (++self->s.frame < 293) self->nextthink = level.time + FRAMETIME; else { self->s.frame = 254; self->nextthink = level.time + FRAMETIME; } } void SP_misc_eastertank (edict_t *ent) { ent->class_id = ENTITY_MISC_EASTERTANK; ent->movetype = MOVETYPE_NONE; if (ent->spawnflags & 1) // Knightmare- not solid flag ent->solid = SOLID_NOT; else ent->solid = SOLID_BBOX; VectorSet (ent->mins, -32, -32, -16); VectorSet (ent->maxs, 32, 32, 32); ent->s.modelindex = gi.modelindex ("models/monsters/tank/tris.md2"); ent->s.frame = 254; if (ent->spawnflags & 2) // Knightmare- commander skin ent->s.skinnum = 2; ent->think = misc_eastertank_think; ent->nextthink = level.time + 2 * FRAMETIME; gi.linkentity (ent); } /*QUAKED misc_easterchick (1 .5 0) (-32 -32 0) (32 32 32) */ void misc_easterchick_think (edict_t *self) { if (++self->s.frame < 247) self->nextthink = level.time + FRAMETIME; else { self->s.frame = 208; self->nextthink = level.time + FRAMETIME; } } void SP_misc_easterchick (edict_t *ent) { ent->class_id = ENTITY_MISC_EASTERCHICK; ent->movetype = MOVETYPE_NONE; ent->solid = SOLID_BBOX; VectorSet (ent->mins, -32, -32, 0); VectorSet (ent->maxs, 32, 32, 32); ent->s.modelindex = gi.modelindex ("models/monsters/bitch/tris.md2"); ent->s.frame = 208; ent->think = misc_easterchick_think; ent->nextthink = level.time + 2 * FRAMETIME; gi.linkentity (ent); } /*QUAKED misc_easterchick2 (1 .5 0) (-32 -32 0) (32 32 32) */ void misc_easterchick2_think (edict_t *self) { if (++self->s.frame < 287) self->nextthink = level.time + FRAMETIME; else { self->s.frame = 248; self->nextthink = level.time + FRAMETIME; } } void SP_misc_easterchick2 (edict_t *ent) { ent->class_id = ENTITY_MISC_EASTERCHICK2; ent->movetype = MOVETYPE_NONE; ent->solid = SOLID_BBOX; VectorSet (ent->mins, -32, -32, 0); VectorSet (ent->maxs, 32, 32, 32); ent->s.modelindex = gi.modelindex ("models/monsters/bitch/tris.md2"); ent->s.frame = 248; ent->think = misc_easterchick2_think; ent->nextthink = level.time + 2 * FRAMETIME; gi.linkentity (ent); } /*QUAKED monster_commander_body (1 .5 0) (-32 -32 0) (32 32 48) Not really a monster, this is the Tank Commander's decapitated body. There should be a item_commander_head that has this as it's target. */ void commander_body_think (edict_t *self) { if (++self->s.frame < 24) self->nextthink = level.time + FRAMETIME; else self->nextthink = 0; if (self->s.frame == 22) gi.sound (self, CHAN_BODY, gi.soundindex ("tank/thud.wav"), 1, ATTN_NORM, 0); } void commander_body_use (edict_t *self, edict_t *other, edict_t *activator) { self->think = commander_body_think; self->nextthink = level.time + FRAMETIME; gi.sound (self, CHAN_BODY, gi.soundindex ("tank/pain.wav"), 1, ATTN_NORM, 0); } void commander_body_drop (edict_t *self) { self->movetype = MOVETYPE_TOSS; self->s.origin[2] += 2; } void SP_monster_commander_body (edict_t *self) { self->class_id = ENTITY_MONSTER_COMMANDER_BODY; self->movetype = MOVETYPE_NONE; self->solid = SOLID_BBOX; self->model = "models/monsters/commandr/tris.md2"; self->s.modelindex = gi.modelindex (self->model); VectorSet (self->mins, -32, -32, 0); VectorSet (self->maxs, 32, 32, 48); self->use = commander_body_use; self->takedamage = DAMAGE_YES; self->flags = FL_GODMODE; self->s.renderfx |= RF_FRAMELERP; gi.linkentity (self); gi.soundindex ("tank/thud.wav"); gi.soundindex ("tank/pain.wav"); self->think = commander_body_drop; self->nextthink = level.time + 5 * FRAMETIME; } /*QUAKED misc_banner (1 .5 0) (-4 -4 -4) (4 4 4) The origin is the bottom of the banner. The banner is 128 tall. */ void misc_banner_think (edict_t *ent) { ent->s.frame = (ent->s.frame + 1) % 16; ent->nextthink = level.time + FRAMETIME; } void SP_misc_banner (edict_t *ent) { ent->class_id = ENTITY_MISC_BANNER; ent->movetype = MOVETYPE_NONE; ent->solid = SOLID_NOT; ent->s.modelindex = gi.modelindex ("models/objects/banner/tris.md2"); ent->s.renderfx |= RF_NOSHADOW; ent->s.frame = rand() % 16; gi.linkentity (ent); ent->think = misc_banner_think; ent->nextthink = level.time + FRAMETIME; } /*QUAKED misc_deadsoldier (1 .5 0) (-16 -16 0) (16 16 16) ON_BACK ON_STOMACH BACK_DECAP FETAL_POS SIT_DECAP IMPALED This is the dead player model. Comes in 6 exciting different poses! */ void misc_deadsoldier_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { int n; if (self->health > -100) // if (self->health > -30) return; gi.sound (self, CHAN_BODY, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0); for (n = 0; n < 4; n++) ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", 0, 0, damage, GIB_ORGANIC); ThrowHead (self, "models/objects/gibs/head2/tris.md2", 0, 0, damage, GIB_ORGANIC); } void misc_deadsoldier_flieson(edict_t *self) { if (!(self->spawnflags & 64)) return; if (self->waterlevel) return; self->s.effects |= EF_FLIES; self->s.sound = gi.soundindex ("infantry/inflies1.wav"); } int PatchDeadSoldier (void); void SP_misc_deadsoldier (edict_t *ent) { if (deathmatch->value) { // auto-remove for deathmatch G_FreeEdict (ent); return; } ent->movetype = MOVETYPE_NONE; ent->solid = SOLID_BBOX; ent->s.modelindex = gi.modelindex ("models/deadbods/dude/tris.md2"); // Defaults to frame 0 if (ent->spawnflags & 2) ent->s.frame = 1; else if (ent->spawnflags & 4) ent->s.frame = 2; else if (ent->spawnflags & 8) ent->s.frame = 3; else if (ent->spawnflags & 16) ent->s.frame = 4; else if (ent->spawnflags & 32) ent->s.frame = 5; else ent->s.frame = 0; // Lazarus if (ent->spawnflags & 64) { // postpone turning on flies till we figure out whether dude is submerged ent->think = misc_deadsoldier_flieson; ent->nextthink = level.time + FRAMETIME; } VectorSet (ent->mins, -16, -16, 0); VectorSet (ent->maxs, 16, 16, 16); ent->deadflag = DEAD_DEAD; ent->takedamage = DAMAGE_YES; ent->svflags |= SVF_MONSTER|SVF_DEADMONSTER; // Knightmare added- make IR visible ent->s.renderfx |= RF_IR_VISIBLE; ent->die = misc_deadsoldier_die; ent->monsterinfo.aiflags |= AI_GOOD_GUY; if (ent->style) { PatchDeadSoldier(); ent->s.skinnum = ent->style; } ent->common_name = "Dead Marine"; ent->class_id = ENTITY_MISC_DEADSOLDIER; gi.linkentity (ent); } #define TRAIN_ROTATE 8 #define TRAIN_ROT_CONST 16 #define TRAIN_SMOOTH 128 #define TRAIN_SPLINE 8192 /*QUAKED misc_viper (1 .5 0) (-16 -16 0) (16 16 32) START_ON BIG_VIPER x ROTATE ROT_CONST x x SMOOTH This is the Viper for the flyby bombing. It is trigger_spawned, so you must have something use it for it to show up. There must be a path for it to follow once it is activated. "speed" How fast the Viper should fly "pitch_speed" degrees per second "yaw_speed" degrees per second "roll_speed" degrees per second "accel" Acceleration "decel" Deceleration */ extern void train_use (edict_t *self, edict_t *other, edict_t *activator); extern void func_train_find (edict_t *self); void misc_viper_use (edict_t *self, edict_t *other, edict_t *activator) { self->svflags &= ~SVF_NOCLIENT; self->use = train_use; train_use (self, other, activator); } void SP_misc_viper (edict_t *ent) { if (!ent->target) { gi.dprintf ("misc_viper without a target at %s\n", vtos(ent->absmin)); G_FreeEdict (ent); return; } // Zaero if ( (level.maptype == MAPTYPE_ZAERO) && (ent->spawnflags & 1) ) { ent->s.effects |= EF_ROCKET; ent->spawnflags &= ~1; // turn this off so that it doesn't mess up the trains } // end Zaero ent->class_id = ENTITY_MISC_VIPER; if (!ent->speed) ent->speed = 300; ent->movetype = MOVETYPE_PUSH; // Zaero if ( (level.maptype == MAPTYPE_ZAERO) && (ent->spawnflags & 2) ) { ent->solid = SOLID_BBOX; } else { ent->solid = SOLID_NOT; } // end Zaero // Zaero if (level.maptype == MAPTYPE_ZAERO) { if (ent->model) { ent->s.modelindex = gi.modelindex (ent->model); } else { ent->s.modelindex = gi.modelindex ("models/ships/viper/tris.md2"); } if (ent->model2) { ent->s.modelindex2 = gi.modelindex (ent->model2); } if (ent->model3) { ent->s.modelindex3 = gi.modelindex (ent->model3); } if (ent->model4) { ent->s.modelindex4 = gi.modelindex (ent->model4); } ent->spawnflags |= TRAIN_SMOOTH|TRAIN_ORIGIN; // set smooth movement and origin flag for zdef4 } else // end Zaero // Mappack if (ent->spawnflags & 2) { ent->solid = SOLID_BBOX; ent->s.modelindex = gi.modelindex ("models/ships/bigviper/tris.md2"); VectorSet (ent->mins, -176, -120, -24); VectorSet (ent->maxs, 176, 120, 72); } // Mappack else { ent->s.modelindex = gi.modelindex ("models/ships/viper/tris.md2"); VectorSet (ent->mins, -16, -16, 0); VectorSet (ent->maxs, 16, 16, 32); } ent->s.renderfx |= RF_IR_VISIBLE; if (st.noise) // Knightmare- added movement sound ent->noise_index = gi.soundindex (st.noise); ent->think = func_train_find; ent->nextthink = level.time + FRAMETIME; ent->use = misc_viper_use; if (!ent->spawnflags & 1) ent->svflags |= SVF_NOCLIENT; if (ent->spawnflags & TRAIN_SMOOTH) ent->smooth_movement = 1; else ent->smooth_movement = 0; // Knightmare- change both rotate flags to spline flag if ( (ent->spawnflags & TRAIN_ROTATE) && (ent->spawnflags & TRAIN_ROT_CONST) ) { ent->spawnflags &= ~TRAIN_ROTATE; ent->spawnflags &= ~TRAIN_ROT_CONST; ent->spawnflags |= TRAIN_SPLINE; } // Mappack if (!ent->accel) ent->moveinfo.accel = ent->speed; else ent->moveinfo.accel = ent->accel; if (!ent->decel) ent->moveinfo.decel = ent->speed; else ent->moveinfo.decel = ent->decel; ent->moveinfo.speed = ent->speed; // Mappack // ent->moveinfo.accel = ent->moveinfo.decel = ent->moveinfo.speed = ent->speed; gi.linkentity (ent); } void SP_misc_viper_origin (edict_t *ent) { ent->spawnflags |= TRAIN_ORIGIN; SP_misc_viper (ent); } /*QUAKED misc_crashviper (1 .5 0) (-176 -120 -24) (176 120 72) START_ON SMALL_VIPER x ROTATE ROT_CONST x x SMOOTH This is a large viper about to crash It is trigger_spawned, so you must have something use it for it to show up. There must be a path for it to follow once it is activated. "speed" How fast the Viper should fly "pitch_speed" degrees per second "yaw_speed" degrees per second "roll_speed" degrees per second "accel" Acceleration "decel" Deceleration */ void SP_misc_crashviper (edict_t *ent) { if (!ent->target) { gi.dprintf ("misc_viper without a target at %s\n", vtos(ent->absmin)); G_FreeEdict (ent); return; } ent->class_id = ENTITY_MISC_CRASHVIPER; if (!ent->speed) ent->speed = 300; ent->movetype = MOVETYPE_PUSH; ent->solid = SOLID_NOT; // Mappack if (ent->spawnflags & 2) { ent->s.modelindex = gi.modelindex ("models/ships/viper/tris.md2"); VectorSet (ent->mins, -16, -16, 0); VectorSet (ent->maxs, 16, 16, 32); } // Mappack else { ent->s.modelindex = gi.modelindex ("models/ships/bigviper/tris.md2"); VectorSet (ent->mins, -176, -120, -24); VectorSet (ent->maxs, 176, 120, 72); } ent->s.renderfx |= RF_IR_VISIBLE; if (st.noise) // Kngihtmare added- movement sound ent->noise_index = gi.soundindex (st.noise); ent->think = func_train_find; ent->nextthink = level.time + FRAMETIME; ent->use = misc_viper_use; if (!ent->spawnflags & 1) ent->svflags |= SVF_NOCLIENT; if (ent->spawnflags & TRAIN_SMOOTH) ent->smooth_movement = 1; else ent->smooth_movement = 0; // Knightmare- change both rotate flags to spline flag if ((ent->spawnflags & TRAIN_ROTATE) && (ent->spawnflags &TRAIN_ROT_CONST)) { ent->spawnflags &= ~TRAIN_ROTATE; ent->spawnflags &= ~TRAIN_ROT_CONST; ent->spawnflags |= TRAIN_SPLINE; } // Mappack if (!ent->accel) ent->moveinfo.accel = ent->speed; else ent->moveinfo.accel = ent->accel; if (!ent->decel) ent->moveinfo.decel = ent->speed; else ent->moveinfo.decel = ent->decel; ent->moveinfo.speed = ent->speed; // Mappack // ent->moveinfo.accel = ent->moveinfo.decel = ent->moveinfo.speed = ent->speed; gi.linkentity (ent); } void SP_misc_crashviper_origin (edict_t *ent) { ent->spawnflags |= TRAIN_ORIGIN; SP_misc_crashviper (ent); } /*QUAKED misc_bigviper (1 .5 0) (-176 -120 -24) (176 120 72) This is a large stationary viper as seen in Paul's intro */ void SP_misc_bigviper (edict_t *ent) { ent->class_id = ENTITY_MISC_BIGVIPER; ent->movetype = MOVETYPE_NONE; ent->solid = SOLID_BBOX; VectorSet (ent->mins, -176, -120, -24); VectorSet (ent->maxs, 176, 120, 72); ent->s.modelindex = gi.modelindex ("models/ships/bigviper/tris.md2"); ent->s.renderfx |= RF_IR_VISIBLE; gi.linkentity (ent); } /*QUAKED misc_viper_bomb (1 0 0) (-8 -8 -8) (8 8 8) "dmg" how much boom should the bomb make? */ void misc_viper_bomb_use (edict_t *, edict_t *, edict_t *); void misc_viper_bomb_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) { G_UseTargets (self, self->activator); self->s.origin[2] = self->absmin[2] + 1; T_RadiusDamage (self, self, self->dmg, NULL, self->dmg+40, MOD_BOMB); self->count--; if (self->count == 0) self->spawnflags &= ~1; if (self->spawnflags & 1) { gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_EXPLOSION2); gi.WritePosition (self->s.origin); gi.multicast (self->s.origin, MULTICAST_PVS); // Lazarus reflections if (level.num_reflectors) ReflectExplosion (TE_EXPLOSION2, self->s.origin); self->svflags |= SVF_NOCLIENT; self->solid = SOLID_NOT; self->use = misc_viper_bomb_use; self->s.effects = 0; self->movetype = MOVETYPE_NONE; self->nextthink = 0; self->think = NULL; VectorCopy(self->pos1,self->s.origin); VectorCopy(self->pos2,self->s.angles); VectorClear(self->velocity); gi.linkentity(self); } else BecomeExplosion2 (self); } void misc_viper_bomb_prethink (edict_t *self) { vec3_t v; float diff; self->groundentity = NULL; diff = self->timestamp - level.time; if (diff < -1.0) diff = -1.0; VectorScale (self->moveinfo.dir, 1.0 + diff, v); v[2] = diff; diff = self->s.angles[2]; vectoangles (v, self->s.angles); self->s.angles[2] = diff + 10; } void viper_bomb_think (edict_t *self) { if (readout->value) { gi.dprintf("bomb velocity=%g,%g,%g\n",self->velocity[0],self->velocity[1],self->velocity[2]); gi.dprintf("bomb position=%g,%g,%g\n",self->s.origin[0],self->s.origin[1],self->s.origin[2]); } self->nextthink = level.time + FRAMETIME; } void misc_viper_bomb_use (edict_t *self, edict_t *other, edict_t *activator) { edict_t *viper; if (self->solid != SOLID_NOT) // Already in use return; self->solid = SOLID_BBOX; self->svflags &= ~SVF_NOCLIENT; self->s.effects |= EF_ROCKET; self->use = NULL; self->movetype = MOVETYPE_TOSS; self->prethink = misc_viper_bomb_prethink; self->touch = misc_viper_bomb_touch; self->activator = activator; VectorCopy(self->pos1,self->s.origin); VectorCopy(self->pos2,self->s.angles); if (self->pathtarget) { if (!Q_stricmp(self->pathtarget,self->targetname)) { VectorScale(self->movedir,self->speed,self->velocity); VectorCopy(self->movedir,self->moveinfo.dir); } else { viper = G_Find(NULL, FOFS(targetname), self->pathtarget); if (!viper) return; VectorScale (viper->moveinfo.dir, viper->moveinfo.speed, self->velocity); VectorCopy (viper->moveinfo.dir, self->moveinfo.dir); } } else { viper = G_Find (NULL, FOFS(classname), "misc_viper"); if (!viper) return; VectorScale (viper->moveinfo.dir, viper->moveinfo.speed, self->velocity); VectorCopy (viper->moveinfo.dir, self->moveinfo.dir); } self->timestamp = level.time; self->think = viper_bomb_think; self->nextthink = level.time + FRAMETIME; } void SP_misc_viper_bomb (edict_t *self) { vec3_t angles; self->movetype = MOVETYPE_NONE; self->solid = SOLID_NOT; VectorSet (self->mins, -8, -8, -8); VectorSet (self->maxs, 8, 8, 8); self->s.modelindex = gi.modelindex ("models/objects/bomb/tris.md2"); self->s.renderfx |= RF_IR_VISIBLE; // Lazarus: Preserve angles in movedir and initial placement // for case of targeting self VectorCopy(self->s.angles,angles); G_SetMovedir (angles,self->movedir); VectorCopy(self->s.origin,self->pos1); VectorCopy(self->s.angles,self->pos2); if (!self->dmg) self->dmg = 1000; self->use = misc_viper_bomb_use; self->svflags |= SVF_NOCLIENT; self->common_name = "Bomb"; self->class_id = ENTITY_MISC_VIPER_BOMB; gi.linkentity (self); } // RAFAEL /*QUAKED misc_viper_missile (1 0 0) (-8 -8 -8) (8 8 8) "dmg" how much boom should the bomb make? the default value is 250 */ void misc_viper_missile_use (edict_t *self, edict_t *other, edict_t *activator) { vec3_t forward, right, up; vec3_t start, dir; vec3_t vec; AngleVectors (self->s.angles, forward, right, up); self->enemy = G_Find (NULL, FOFS(targetname), self->target); if (!self->enemy) { //Knightmare- set movedir here, allowing angles to be updated by movewith code G_SetMovedir2 (self->s.angles, dir); } else { VectorCopy (self->enemy->s.origin, vec); vec[2] += 16; VectorCopy (self->s.origin, start); VectorSubtract (vec, start, dir); VectorNormalize (dir); } monster_fire_rocket (self, start, dir, self->dmg, 500, MZ2_CHICK_ROCKET_1, NULL); // monster_fire_missile (self, start, dir, self->dmg, 500, MZ2_CHICK_ROCKET_1, NULL); self->nextthink = level.time + 0.1; self->think = G_FreeEdict; } void SP_misc_viper_missile (edict_t *self) { self->movetype = MOVETYPE_NONE; self->solid = SOLID_NOT; VectorSet (self->mins, -8, -8, -8); VectorSet (self->maxs, 8, 8, 8); //self->s.modelindex = gi.modelindex ("models/objects/bomb/tris.md2"); if (!self->dmg) self->dmg = 250; self->use = misc_viper_missile_use; self->svflags |= SVF_NOCLIENT; self->common_name = "Missile Shooter"; self->class_id = ENTITY_MISC_VIPER_MISSILE; gi.linkentity (self); } /*QUAKED misc_strogg_ship (1 .5 0) (-16 -16 0) (16 16 32) START_ON x x ROTATE ROT_CONST x CRASH GIB This is a Storgg ship for the flybys. It is trigger_spawned, so you must have something use it for it to show up. There must be a path for it to follow once it is activated. CRASH (flag 64) Crash into the ground when killed GIB (flag 128) Explode in mid air "speed" How fast it should fly "pitch_speed" degrees per second "yaw_speed" degrees per second "roll_speed" degrees per second "accel" Acceleration "decel" Deceleration "health" How much damage it takes before blowing up */ #define STROGG_CRASH 64 #define STROGG_GIB 128 extern void train_use (edict_t *self, edict_t *other, edict_t *activator); extern void func_train_find (edict_t *self); void misc_strogg_ship_explode (edict_t *self); void misc_strogg_ship_remove (edict_t *self) { vec3_t org; int i, n; for (i=0; i<5; i++) { VectorCopy (self->s.origin, org); org[2] += 12 + (rand()&32); switch (i) { case 0: org[0] -= 16 + (rand()&32); org[1] -= 16 + (rand()&32); break; case 1: org[0] += 16 + (rand()&32); org[1] += 16 + (rand()&32); break; case 2: org[0] += 16 + (rand()&32); org[1] -= 16 + (rand()&32); break; case 3: org[0] -= 16 + (rand()&32); org[1] += 16 + (rand()&32); break; case 4: self->s.sound = 0; ThrowGib (self, "models/dead/ships/strogg/front.md2", 0, 0, 5000, GIB_METALLIC); ThrowGib (self, "models/dead/ships/strogg/hub.md2", 0, 0, 5000, GIB_METALLIC); ThrowGib (self, "models/dead/ships/strogg/hub.md2", 0, 0, 500, GIB_METALLIC); ThrowGib (self, "models/dead/ships/strogg/l_wing.md2", 0, 0, 500, GIB_METALLIC); ThrowGib (self, "models/dead/ships/strogg/r_wing.md2", 0, 0, 500, GIB_METALLIC); for (n= 0; n < 5; n++) ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", 0, 0, 500, GIB_METALLIC); G_FreeEdict(self); break; } gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_EXPLOSION1); gi.WritePosition (org); gi.multicast (self->s.origin, MULTICAST_PVS); } } void misc_strogg_ship_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) { if (strcmp(other->classname, "world") == 1.0) { // gi.dprintf("Strogg ship hit the world\n"); self->prethink = NULL; self->think = misc_strogg_ship_remove; self->nextthink = level.time + 1; } } void misc_strogg_ship_explode (edict_t *self) { vec3_t org; int n; self->think = misc_strogg_ship_explode; VectorCopy (self->s.origin, org); org[2] += 24 + (rand()&15); switch (self->count++) { case 0: org[0] -= 24; org[1] -= 24; break; case 1: org[0] += 24; org[1] += 24; break; case 2: org[0] += 24; org[1] -= 24; break; case 3: org[0] -= 24; org[1] += 24; break; case 4: self->s.sound = 0; for (n= 0; n < 20; n++) ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", 0, 0, 500, GIB_METALLIC); self->think = NULL; self->nextthink = 0; return; } gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_EXPLOSION1); gi.WritePosition (org); gi.multicast (self->s.origin, MULTICAST_PVS); // self->nextthink = level.time + 0.1; } void misc_strogg_ship_prethink (edict_t *self) { vec3_t v, org; float diff; //self->groundentity = NULL; diff = self->timestamp - level.time; if (diff < -1.0) diff = -1.0; VectorScale (self->moveinfo.dir, 1.0 + diff, v); v[2] = diff; diff = self->s.angles[2]; if (diff < 11) { vectoangles (v, self->s.angles); self->s.angles[2] = diff + 2; } if ((random() > 0.6) && (!self->groundentity)) { // gi.dprintf ("Doing random explosion\n"); VectorCopy (self->s.origin, org); if (random() > 0.8) { org[0] -= 24; org[1] -= 24; } else { org[0] += 24; org[1] += 24; } gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_EXPLOSION1); gi.WritePosition (org); gi.multicast (self->s.origin, MULTICAST_PVS); } } void misc_strogg_ship_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { self->takedamage = DAMAGE_NO; if (self->spawnflags & STROGG_GIB) { misc_strogg_ship_remove(self); // return; } misc_strogg_ship_explode(self); self->s.effects |= (EF_ROCKET|EF_GRENADE|EF_GIB); self->use = NULL; self->movetype = MOVETYPE_TOSS; VectorSet (self->mins, -32, -32, 0); VectorSet (self->maxs, 32, 32, 48); self->prethink = misc_strogg_ship_prethink; self->touch = misc_strogg_ship_touch; //Knightmare- remove spline flag self->spawnflags &= ~TRAIN_SPLINE; // self->nextthink = level.time + 1; // self->touch = misc_viper_bomb_touch; // viper = G_Find (NULL, FOFS(classname), "misc_viper"); VectorScale (self->moveinfo.dir, self->moveinfo.speed, self->velocity); self->timestamp = level.time; } void misc_strogg_ship_use (edict_t *self, edict_t *other, edict_t *activator) { self->svflags &= ~SVF_NOCLIENT; self->use = train_use; train_use (self, other, activator); } void SP_misc_strogg_ship (edict_t *ent) { if (!ent->target) { gi.dprintf ("%s without a target at %s\n", ent->classname, vtos(ent->absmin)); G_FreeEdict (ent); return; } ent->class_id = ENTITY_MISC_STROGG_SHIP; if (!ent->speed) ent->speed = 300; ent->movetype = MOVETYPE_PUSH; ent->solid = SOLID_NOT; //Mappack if ((ent->spawnflags && STROGG_CRASH) || (ent->spawnflags && STROGG_GIB)) { if (!ent->health) { gi.dprintf ("misc_strogg_ship is killable with no health set at %s\n", vtos(ent->s.origin)); ent->health = 40; } ent->solid = SOLID_BBOX; ent->takedamage = DAMAGE_YES; ent->die = misc_strogg_ship_die; } //Mappack ent->s.modelindex = gi.modelindex ("models/ships/strogg1/tris.md2"); VectorSet (ent->mins, -16, -16, 0); VectorSet (ent->maxs, 16, 16, 32); ent->s.renderfx |= RF_IR_VISIBLE; if (st.noise) // Kngihtmare added- movement sound ent->noise_index = gi.soundindex (st.noise); ent->think = func_train_find; ent->nextthink = level.time + FRAMETIME; ent->use = misc_strogg_ship_use; if (!ent->spawnflags & 1) ent->svflags |= SVF_NOCLIENT; ent->blood_type = 2; //for smoking gibs // Knightmare- change both rotate flags to spline flag if ( (ent->spawnflags & TRAIN_ROTATE) && (ent->spawnflags & TRAIN_ROT_CONST) ) { ent->spawnflags &= ~TRAIN_ROTATE; ent->spawnflags &= ~TRAIN_ROT_CONST; ent->spawnflags |= TRAIN_SPLINE; } // Mappack if (!ent->accel) ent->moveinfo.accel = ent->speed; else ent->moveinfo.accel = ent->accel; if (!ent->decel) ent->moveinfo.decel = ent->speed; else ent->moveinfo.decel = ent->decel; ent->moveinfo.speed = ent->speed; // Mappack // ent->moveinfo.accel = ent->moveinfo.decel = ent->moveinfo.speed = ent->speed; gi.linkentity (ent); } void SP_misc_strogg_ship_origin (edict_t *ent) { ent->spawnflags |= TRAIN_ORIGIN; SP_misc_strogg_ship (ent); } // RAFAEL 17-APR-98 /*QUAKED misc_transport (1 0 0) (-256 -256 -32) (256 256 128) START_ON x x ROTATE ROT_CONST x x SMOOTH Maxx's transport at end of game It is trigger_spawned, so you must have something use it for it to show up. There must be a path for it to follow once it is activated. "speed" How fast it should fly "pitch_speed" degrees per second "yaw_speed" degrees per second "roll_speed" degrees per second "accel" Acceleration "decel" Deceleration */ void SP_misc_transport (edict_t *ent) { if (!ent->target) { gi.dprintf ("%s without a target at %s\n", ent->classname, vtos(ent->absmin)); G_FreeEdict (ent); return; } ent->class_id = ENTITY_MISC_TRANSPORT; if (!ent->speed) ent->speed = 300; ent->movetype = MOVETYPE_PUSH; ent->solid = SOLID_NOT; ent->s.modelindex = gi.modelindex ("models/objects/ship/tris.md2"); VectorSet (ent->mins, -256, -256, -32); VectorSet (ent->maxs, 256, 256, 128); ent->think = func_train_find; ent->nextthink = level.time + FRAMETIME; ent->use = misc_strogg_ship_use; if (!ent->spawnflags & 1) ent->svflags |= SVF_NOCLIENT; if (ent->spawnflags & TRAIN_SMOOTH) ent->smooth_movement = 1; else ent->smooth_movement = 0; // Knightmare- change both rotate flags to spline flag if ( (ent->spawnflags & TRAIN_ROTATE) && (ent->spawnflags & TRAIN_ROT_CONST) ) { ent->spawnflags &= ~TRAIN_ROTATE; ent->spawnflags &= ~TRAIN_ROT_CONST; ent->spawnflags |= TRAIN_SPLINE; } if (!ent->accel) ent->moveinfo.accel = ent->speed; else ent->moveinfo.accel = ent->accel; if (!ent->decel) ent->moveinfo.decel = ent->speed; else ent->moveinfo.decel = ent->decel; ent->moveinfo.speed = ent->speed; gi.linkentity (ent); } void SP_misc_transport_origin (edict_t *ent) { ent->spawnflags |= TRAIN_ORIGIN; SP_misc_transport (ent); } // END 17-APR-98 /*QUAKED misc_satellite_dish (1 .5 0) (-64 -64 0) (64 64 128) */ void misc_satellite_dish_think (edict_t *self) { self->s.frame++; if (self->s.frame < 38) self->nextthink = level.time + FRAMETIME; } void misc_satellite_dish_use (edict_t *self, edict_t *other, edict_t *activator) { self->s.frame = 0; self->think = misc_satellite_dish_think; self->nextthink = level.time + FRAMETIME; } void SP_misc_satellite_dish (edict_t *ent) { ent->class_id = ENTITY_MISC_SATELLITE_DISH; ent->movetype = MOVETYPE_NONE; ent->solid = SOLID_BBOX; VectorSet (ent->mins, -64, -64, 0); VectorSet (ent->maxs, 64, 64, 128); ent->s.modelindex = gi.modelindex ("models/objects/satellite/tris.md2"); ent->use = misc_satellite_dish_use; gi.linkentity (ent); } /*QUAKED light_mine1 (0 1 0) (-2 -2 -12) (2 2 12) */ void SP_light_mine1 (edict_t *ent) { ent->class_id = ENTITY_LIGHT_MINE1; ent->movetype = MOVETYPE_NONE; ent->solid = SOLID_BBOX; ent->s.modelindex = gi.modelindex ("models/objects/minelite/light1/tris.md2"); ent->s.renderfx |= RF_NOSHADOW; gi.linkentity (ent); } /*QUAKED light_mine2 (0 1 0) (-2 -2 -12) (2 2 12) */ void SP_light_mine2 (edict_t *ent) { ent->class_id = ENTITY_LIGHT_MINE2; ent->movetype = MOVETYPE_NONE; ent->solid = SOLID_BBOX; ent->s.modelindex = gi.modelindex ("models/objects/minelite/light2/tris.md2"); ent->s.renderfx |= RF_NOSHADOW; gi.linkentity (ent); } /*QUAKED misc_gib_arm (1 0 0) (-8 -8 -8) (8 8 8) Intended for use with the target_spawner */ void SP_misc_gib_arm (edict_t *ent) { ent->class_id = ENTITY_MISC_GIB_ARM; gi.setmodel (ent, "models/objects/gibs/arm/tris.md2"); ent->solid = SOLID_NOT; ent->s.effects |= EF_GIB; ent->takedamage = DAMAGE_YES; ent->die = gib_die; ent->movetype = MOVETYPE_TOSS; ent->svflags |= SVF_MONSTER; ent->deadflag = DEAD_DEAD; ent->avelocity[0] = random()*200; ent->avelocity[1] = random()*200; ent->avelocity[2] = random()*200; ent->think = G_FreeEdict; ent->nextthink = level.time + 30; gi.linkentity (ent); } /*QUAKED misc_gib_leg (1 0 0) (-8 -8 -8) (8 8 8) Intended for use with the target_spawner */ void SP_misc_gib_leg (edict_t *ent) { ent->class_id = ENTITY_MISC_GIB_LEG; gi.setmodel (ent, "models/objects/gibs/leg/tris.md2"); ent->solid = SOLID_NOT; ent->s.effects |= EF_GIB; ent->takedamage = DAMAGE_YES; ent->die = gib_die; ent->movetype = MOVETYPE_TOSS; ent->svflags |= SVF_MONSTER; ent->deadflag = DEAD_DEAD; ent->avelocity[0] = random()*200; ent->avelocity[1] = random()*200; ent->avelocity[2] = random()*200; ent->think = G_FreeEdict; ent->nextthink = level.time + 30; gi.linkentity (ent); } /*QUAKED misc_gib_head (1 0 0) (-8 -8 -8) (8 8 8) Intended for use with the target_spawner */ void SP_misc_gib_head (edict_t *ent) { ent->class_id = ENTITY_MISC_GIB_HEAD; gi.setmodel (ent, "models/objects/gibs/head/tris.md2"); ent->solid = SOLID_NOT; ent->s.effects |= EF_GIB; ent->takedamage = DAMAGE_YES; ent->die = gib_die; ent->movetype = MOVETYPE_TOSS; ent->svflags |= SVF_MONSTER; ent->deadflag = DEAD_DEAD; ent->avelocity[0] = random()*200; ent->avelocity[1] = random()*200; ent->avelocity[2] = random()*200; ent->think = G_FreeEdict; ent->nextthink = level.time + 30; gi.linkentity (ent); } //===================================================== /*QUAKED target_character (0 0 1) ? used with target_string (must be on same "team") "count" is position in the string (starts at 1) */ void SP_target_character (edict_t *self) { self->class_id = ENTITY_TARGET_CHARACTER; self->movetype = MOVETYPE_PUSH; gi.setmodel (self, self->model); self->solid = SOLID_BSP; self->s.frame = 12; gi.linkentity (self); return; } /*QUAKED target_string (0 0 1) (-8 -8 -8) (8 8 8) */ void target_string_use (edict_t *self, edict_t *other, edict_t *activator) { edict_t *e; int n, l; char c; l = (int)strlen(self->message); for (e = self->teammaster; e; e = e->teamchain) { if (!e->count) continue; n = e->count - 1; if (n > l) { e->s.frame = 12; continue; } c = self->message[n]; if (c >= '0' && c <= '9') e->s.frame = c - '0'; else if (c == '-') e->s.frame = 10; else if (c == ':') e->s.frame = 11; else e->s.frame = 12; } } void SP_target_string (edict_t *self) { if (!self->message) self->message = ""; self->use = target_string_use; self->class_id = ENTITY_TARGET_STRING; } /*QUAKED func_clock (0 0 1) (-8 -8 -8) (8 8 8) TIMER_UP TIMER_DOWN START_OFF MULTI_USE target a target_string with this The default is to be a time of day clock TIMER_UP and TIMER_DOWN run for "count" seconds and the fire "pathtarget" If START_OFF, this entity must be used before it starts "style" 0 "xx" 1 "xx:xx" 2 "xx:xx:xx" */ #define CLOCK_MESSAGE_SIZE 16 // don't let field width of any clock messages change, or it // could cause an overwrite after a game load /*static*/ void func_clock_reset (edict_t *self) { self->activator = NULL; if (self->spawnflags & 1) { self->health = 0; self->wait = self->count; } else if (self->spawnflags & 2) { self->health = self->count; self->wait = 0; } } // Skuller's hack to fix crash on exiting biggun typedef struct zhead_s { struct zhead_s *prev, *next; short magic; short tag; // for group free int size; } zhead_t; /*static*/ void func_clock_format_countdown (edict_t *self) { zhead_t *z = ( zhead_t * )self->message - 1; int size = z->size - sizeof (zhead_t); if (size < CLOCK_MESSAGE_SIZE) { gi.TagFree (self->message); self->message = gi.TagMalloc (CLOCK_MESSAGE_SIZE, TAG_LEVEL); //gi.dprintf ("WARNING: func_clock_format_countdown: self->message is too small: %i\n", size); } // end Skuller's hack if (self->style == 0) { Com_sprintf (self->message, CLOCK_MESSAGE_SIZE, "%2i", self->health); return; } if (self->style == 1) { Com_sprintf(self->message, CLOCK_MESSAGE_SIZE, "%2i:%2i", self->health / 60, self->health % 60); if (self->message[3] == ' ') self->message[3] = '0'; return; } if (self->style == 2) { Com_sprintf(self->message, CLOCK_MESSAGE_SIZE, "%2i:%2i:%2i", self->health / 3600, (self->health - (self->health / 3600) * 3600) / 60, self->health % 60); if (self->message[3] == ' ') self->message[3] = '0'; if (self->message[6] == ' ') self->message[6] = '0'; return; } } void func_clock_think (edict_t *self) { if (!self->enemy) { self->enemy = G_Find (NULL, FOFS(targetname), self->target); if (!self->enemy) return; } if (self->spawnflags & 1) { func_clock_format_countdown (self); self->health++; } else if (self->spawnflags & 2) { func_clock_format_countdown (self); self->health--; } else { struct tm *ltime; time_t gmtime; time(&gmtime); ltime = localtime(&gmtime); Com_sprintf (self->message, CLOCK_MESSAGE_SIZE, "%2i:%2i:%2i", ltime->tm_hour, ltime->tm_min, ltime->tm_sec); if (self->message[3] == ' ') self->message[3] = '0'; if (self->message[6] == ' ') self->message[6] = '0'; } self->enemy->message = self->message; self->enemy->use (self->enemy, self, self); if (((self->spawnflags & 1) && (self->health > self->wait)) || ((self->spawnflags & 2) && (self->health < self->wait))) { if (self->pathtarget) { char *savetarget; char *savemessage; savetarget = self->target; savemessage = self->message; self->target = self->pathtarget; self->message = NULL; G_UseTargets (self, self->activator); self->target = savetarget; self->message = savemessage; } if (!(self->spawnflags & 8)) return; func_clock_reset (self); if (self->spawnflags & 4) return; } self->nextthink = level.time + 1; } void func_clock_use (edict_t *self, edict_t *other, edict_t *activator) { if (!(self->spawnflags & 8)) self->use = NULL; if (self->activator) return; self->activator = activator; self->think (self); } void SP_func_clock (edict_t *self) { if (!self->target) { gi.dprintf("%s with no target at %s\n", self->classname, vtos(self->s.origin)); G_FreeEdict (self); return; } if ((self->spawnflags & 2) && (!self->count)) { gi.dprintf("%s with no count at %s\n", self->classname, vtos(self->s.origin)); G_FreeEdict (self); return; } if ((self->spawnflags & 1) && (!self->count)) self->count = 60*60;; func_clock_reset (self); self->message = gi.TagMalloc (CLOCK_MESSAGE_SIZE, TAG_LEVEL); self->think = func_clock_think; if (self->spawnflags & 4) self->use = func_clock_use; else self->nextthink = level.time + 1; self->class_id = ENTITY_FUNC_CLOCK; } /*================================================================== Lazarus changes to misc_teleporter: START_OFF (=1) If set, misc_teleporter must be targeted to work TOGGLE (=2) If set, misc_teleporter is toggled on/off each time it is targeted NO_MODEL (=4) If set, teleporter does not use the normal teleporter base or splash effect LANDMARK (=64) If set, player angles and speed are preserved misc_teleporter selects a random pick from up to 8 targets for a destination trigger_transition with same name as teleporter can be used to teleport multiple non-player entities ================================================================== */ void teleport_transition_ents (edict_t *transition, edict_t *teleporter, edict_t *destination) { extern entlist_t DoNotMove; int i, j; int total=0; qboolean nogo=false; edict_t *ent; entlist_t *p; vec3_t angles, forward, right, v; vec3_t start; angles[YAW] = destination->s.angles[YAW] - teleporter->s.angles[YAW]; angles[PITCH] = angles[ROLL] = 0; AngleVectors(angles,forward,right,NULL); VectorNegate(right,right); if (teleporter->solid == SOLID_TRIGGER) VectorMA(teleporter->absmin,0.5,teleporter->size,start); else VectorCopy(teleporter->s.origin,start); for (i=game.maxclients+1; iid = 0; if (!ent->inuse) continue; // Pass up owned entities not owned by the player on this pass... // get 'em next pass so we'll know whether owner is in our list if (ent->owner && !ent->owner->client) continue; if (ent->movewith) continue; if (ent->solid == SOLID_BSP) continue; if ((ent->solid == SOLID_TRIGGER) && !FindItemByClassname(ent->classname)) continue; // Do not under any circumstances move these entities: for (p=&DoNotMove, nogo=false; p->name && !nogo; p++) if (!Q_stricmp(ent->classname,p->name)) nogo = true; if (nogo) continue; if (!HasSpawnFunction(ent)) continue; if (ent->s.origin[0] > transition->maxs[0]) continue; if (ent->s.origin[1] > transition->maxs[1]) continue; if (ent->s.origin[2] > transition->maxs[2]) continue; if (ent->s.origin[0] < transition->mins[0]) continue; if (ent->s.origin[1] < transition->mins[1]) continue; if (ent->s.origin[2] < transition->mins[2]) continue; total++; ent->id = total; if (ent->owner) ent->owner_id = -(ent->owner - g_edicts); else ent->owner_id = 0; if (angles[YAW]) { vec3_t spawn_offset; VectorSubtract(ent->s.origin,start,spawn_offset); VectorCopy(spawn_offset,v); G_ProjectSource (vec3_origin, v, forward, right, spawn_offset); VectorCopy(spawn_offset,ent->s.origin); VectorCopy(ent->velocity,v); G_ProjectSource (vec3_origin, v, forward, right, ent->velocity); ent->s.angles[YAW] += angles[YAW]; } else { VectorSubtract(ent->s.origin,teleporter->s.origin,ent->s.origin); } VectorAdd(ent->s.origin,destination->s.origin,ent->s.origin); gi.linkentity(ent); } // Repeat, ONLY for ents owned by non-players for (i=game.maxclients+1; iinuse) continue; if (!ent->owner) continue; if (ent->owner->client) continue; if (ent->movewith) continue; if (ent->solid == SOLID_BSP) continue; if ((ent->solid == SOLID_TRIGGER) && !FindItemByClassname(ent->classname)) continue; // Do not under any circumstances move these entities: for (p=&DoNotMove, nogo=false; p->name && !nogo; p++) if (!Q_stricmp(ent->classname,p->name)) nogo = true; if (nogo) continue; if (!HasSpawnFunction(ent)) continue; if (ent->s.origin[0] > transition->maxs[0]) continue; if (ent->s.origin[1] > transition->maxs[1]) continue; if (ent->s.origin[2] > transition->maxs[2]) continue; if (ent->s.origin[0] < transition->mins[0]) continue; if (ent->s.origin[1] < transition->mins[1]) continue; if (ent->s.origin[2] < transition->mins[2]) continue; ent->owner_id = 0; for (j=game.maxclients+1; jowner_id; j++) { if (ent->owner == &g_edicts[j]) ent->owner_id = g_edicts[j].id; } if (!ent->owner_id) continue; total++; ent->id = total; if (angles[YAW]) { vec3_t spawn_offset; VectorSubtract(ent->s.origin,start,spawn_offset); VectorCopy(spawn_offset,v); G_ProjectSource (vec3_origin, v, forward, right, spawn_offset); VectorCopy(spawn_offset,ent->s.origin); VectorCopy(ent->velocity,v); G_ProjectSource (vec3_origin, v, forward, right, ent->velocity); ent->s.angles[YAW] += angles[YAW]; } else { VectorSubtract(ent->s.origin,teleporter->s.origin,ent->s.origin); } VectorAdd(ent->s.origin,destination->s.origin,ent->s.origin); gi.linkentity(ent); } } // G_PickDestination is identical to G_PickTarget, but w/o the // obnoxious error message. #define MAXCHOICES 8 static edict_t *G_PickDestination (char *targetname) { edict_t *ent = NULL; int num_choices = 0; edict_t *choice[MAXCHOICES]; if (!targetname) { gi.dprintf("G_PickDestination called with NULL targetname\n"); return NULL; } while (1) { ent = G_Find (ent, FOFS(targetname), targetname); if (!ent) break; choice[num_choices++] = ent; if (num_choices == MAXCHOICES) break; } if (!num_choices) return NULL; return choice[rand() % num_choices]; } //================================================================================= #define TELEPORTER_START_OFF 1 #define TELEPORTER_TOGGLE 2 #define TELEPORTER_NO_MODEL 4 #define TELEPORTER_MONSTER 8 #define TELEPORTER_LANKMARK 64 void teleporter_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) { edict_t *dest; edict_t *teleporter; qboolean landmark; int i; // Lazarus: teleporters with MONSTER spawnflag can be used by monsters if (!other->client && (!(self->spawnflags & TELEPORTER_MONSTER) || !(other->svflags & SVF_MONSTER))) return; // Lazarus: Use G_PickDestination instead so we can have multiple destinations //dest = G_Find (NULL, FOFS(targetname), self->target); dest = G_PickDestination(self->target); if (!dest) { gi.dprintf ("Couldn't find destination\n"); return; } if (self->owner) teleporter = self->owner; else teleporter = self; // unlink to make sure it can't possibly interfere with KillBox gi.unlinkentity (other); VectorCopy (dest->s.origin, other->s.origin); VectorCopy (dest->s.origin, other->s.old_origin); other->s.origin[2] += 10; // clear the velocity and hold them in place briefly landmark = (teleporter->spawnflags & 64 ? true : false); if (landmark) { vec3_t angles, forward, right, v; VectorSubtract(dest->s.angles,teleporter->s.angles,angles); AngleVectors(angles,forward,right,NULL); VectorNegate(right,right); VectorCopy(other->velocity,v); G_ProjectSource (vec3_origin, v, forward, right, other->velocity); } else VectorClear (other->velocity); if (other->client) { other->client->ps.pmove.pm_time = 160>>3; // hold time other->client->ps.pmove.pm_flags |= PMF_TIME_TELEPORT; } // draw the teleport splash at source and on the player if (self->owner) self->owner->s.event = EV_PLAYER_TELEPORT; else { // This must be a trigger_teleporter vec3_t origin; VectorMA(self->mins,0.5,self->size,origin); if (!(self->spawnflags & 16)) { gi.WriteByte(svc_temp_entity); gi.WriteByte(TE_TELEPORT_EFFECT); gi.WritePosition(origin); gi.multicast(origin, MULTICAST_PHS); } gi.positioned_sound(origin,self,CHAN_AUTO,self->noise_index,1,1,0); } other->s.event = EV_PLAYER_TELEPORT; // set angles if (landmark) { edict_t *transition; // LANDMARK if (other->client) { other->s.angles[ROLL] = 0; for (i=0 ; i<3 ; i++) other->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(dest->s.angles[i] - teleporter->s.angles[i] + other->s.angles[i] - other->client->resp.cmd_angles[i]); VectorClear (other->client->ps.viewangles); VectorClear (other->client->v_angle); VectorClear (other->s.angles); } else { VectorSubtract(other->s.angles,teleporter->s.angles,other->s.angles); VectorAdd(other->s.angles,dest->s.angles,other->s.angles); } transition = G_Find(NULL,FOFS(classname),"trigger_transition"); while (transition) { if (!Q_stricmp(transition->targetname,teleporter->targetname)) teleport_transition_ents(transition,teleporter,dest); transition = G_Find(transition,FOFS(classname),"trigger_transition"); } } else { if (other->client) { for (i=0 ; i<3 ; i++) other->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(dest->s.angles[i] - other->client->resp.cmd_angles[i]); VectorClear (other->s.angles); VectorClear (other->client->ps.viewangles); VectorClear (other->client->v_angle); } else VectorCopy (dest->s.angles,other->s.angles); } // kill anything at the destination KillBox (other); if (!self->owner) { // this is a trigger_teleporter self->count--; if (self->count == 0) G_FreeEdict(self); } gi.linkentity (other); } void teleporter_use (edict_t *self, edict_t *other, edict_t *activator) { if (!(self->spawnflags & TELEPORTER_START_OFF)) { if (!(self->spawnflags & TELEPORTER_TOGGLE)) return; self->spawnflags |= TELEPORTER_START_OFF; self->s.effects &= ~EF_TELEPORTER; self->target_ent->solid = SOLID_NOT; self->s.sound = 0; } else { self->spawnflags &= ~TELEPORTER_START_OFF; if (!(self->spawnflags & TELEPORTER_NO_MODEL)) self->s.effects |= EF_TELEPORTER; self->target_ent->solid = SOLID_TRIGGER; self->s.sound = gi.soundindex ("world/amb10.wav"); } gi.linkentity(self); gi.linkentity(self->target_ent); } /*QUAKED misc_teleporter (1 0 0) (-32 -32 -24) (32 32 -16) START_OFF TOGGLE NO_MODEL MONSTER x x LANDMARK Stepping onto this disc will teleport players to the targeted misc_teleporter_dest object. "target" name of misc_teleporter_dest "targetname" to trigger it on/off "angles" "movewith" if you want it on a train or other moving ent! */ void SP_misc_teleporter (edict_t *ent) { edict_t *trig; if (!ent->target) { gi.dprintf ("teleporter without a target.\n"); G_FreeEdict (ent); return; } // yell if the spawnflags are odd if (ent->spawnflags & TELEPORTER_START_OFF) { if (!(ent->spawnflags & TELEPORTER_TOGGLE)) { gi.dprintf("misc_teleporter START_OFF without TOGGLE\n"); ent->spawnflags |= TELEPORTER_TOGGLE; } } if (!(ent->spawnflags & TELEPORTER_NO_MODEL)) { gi.setmodel (ent, "models/objects/dmspot/tris.md2"); ent->s.skinnum = 1; if (!(ent->spawnflags & TELEPORTER_START_OFF)) { ent->s.effects = EF_TELEPORTER; ent->s.sound = gi.soundindex ("world/amb10.wav"); } } if (ent->spawnflags & 3) ent->use = teleporter_use; if (ent->spawnflags & TELEPORTER_NO_MODEL) { ent->solid = SOLID_NOT; } else { ent->solid = SOLID_BBOX; VectorSet (ent->mins, -32, -32, -24); VectorSet (ent->maxs, 32, 32, -16); } // Knightmare added- make IR visible ent->s.renderfx |= RF_IR_VISIBLE; ent->common_name = "Teleporter"; ent->class_id = ENTITY_MISC_TELEPORTER; gi.linkentity (ent); trig = G_Spawn (); ent->target_ent = trig; trig->touch = teleporter_touch; if (ent->spawnflags & TELEPORTER_START_OFF) trig->solid = SOLID_NOT; else trig->solid = SOLID_TRIGGER; trig->target = ent->target; trig->owner = ent; // Lazarus trig->movewith = ent->movewith; VectorCopy (ent->s.origin, trig->s.origin); VectorSet (trig->mins, -8, -8, 8); VectorSet (trig->maxs, 8, 8, 24); gi.linkentity (trig); } void trigger_teleporter_use (edict_t *self, edict_t *other, edict_t *activator) { if (self->solid == SOLID_NOT) self->solid = SOLID_TRIGGER; else self->solid = SOLID_NOT; gi.linkentity(self); } // trigger_teleporter // spawnflags // 2 = TRIGGERED // 8 = MONSTER // 16 = NO EFFECT // 32 = CUSTOM /*QUAKED trigger_teleporter (.5 .5 .5) ? x Triggered x Monster NoEffects Sound Landmark Teleporter field that can transport monsters or players Use the 'SOUND' spawnflag and then choose your own custom sound. "noise" (path/file.wav) "target" destination */ void SP_trigger_teleporter (edict_t *self) { if (!self->target) { gi.dprintf ("trigger_teleporter without a target.\n"); G_FreeEdict (self); return; } if (!(self->spawnflags & 48)) self->noise_index = gi.soundindex("misc/tele1.wav"); else if (self->spawnflags & 32) { if (st.noise) self->noise_index = gi.soundindex(st.noise); else self->noise_index = 0; } else self->noise_index = 0; gi.setmodel (self, self->model); self->touch = teleporter_touch; self->use = trigger_teleporter_use; self->svflags = SVF_NOCLIENT; if (self->spawnflags & 2) self->solid = SOLID_NOT; else self->solid = SOLID_TRIGGER; self->class_id = ENTITY_TRIGGER_TELEPORTER; gi.linkentity (self); } /*QUAKED trigger_teleporter_bbox (.5 .5 .5) (-8 -8 -8) (8 8 8) x Triggered x Monster NoEffects Sound Landmark Teleporter field that can transport monsters or players Use the 'SOUND' spawnflag and then choose your own custom sound. "noise" (path/file.wav) "target" destination bleft Min b-box coords XYZ. Default = -16 -16 -16 tright Max b-box coords XYZ. Default = 16 16 16 */ void SP_trigger_teleporter_bbox (edict_t *self) { if (!self->target) { gi.dprintf ("trigger_teleporter_bbox without a target at %s\n", vtos(self->s.origin)); G_FreeEdict (self); return; } if (!(self->spawnflags & 48)) self->noise_index = gi.soundindex("misc/tele1.wav"); else if (self->spawnflags & 32) { if (st.noise) self->noise_index = gi.soundindex(st.noise); else self->noise_index = 0; } else self->noise_index = 0; if ( (!VectorLength(self->bleft)) && (!VectorLength(self->tright)) ) { VectorSet(self->bleft, -16, -16, -16); VectorSet(self->tright, 16, 16, 16); } VectorCopy (self->bleft, self->mins); VectorCopy (self->tright, self->maxs); self->touch = teleporter_touch; self->use = trigger_teleporter_use; self->svflags = SVF_NOCLIENT; if (self->spawnflags & 2) self->solid = SOLID_NOT; else self->solid = SOLID_TRIGGER; self->class_id = ENTITY_TRIGGER_TELEPORTER; gi.linkentity (self); } /*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16) Point teleporters at these. */ void SP_misc_teleporter_dest (edict_t *ent) { gi.setmodel (ent, "models/objects/dmspot/tris.md2"); ent->s.skinnum = 0; ent->solid = SOLID_BBOX; // ent->s.effects |= EF_FLIES; ent->s.renderfx |= RF_IR_VISIBLE; // Knightmare added- make IR visible VectorSet (ent->mins, -32, -32, -24); VectorSet (ent->maxs, 32, 32, -16); ent->common_name = "Teleporter Destination"; ent->class_id = ENTITY_MISC_TELEPORTER_DEST; gi.linkentity (ent); } /*QUAKED misc_amb4 (1 0 0) (-8 -8 -8) (8 8 8) Mal's amb4 loop entity */ static int amb4sound; void amb4_think (edict_t *ent) { ent->nextthink = level.time + 2.7; gi.sound(ent, CHAN_VOICE, amb4sound, 1, ATTN_NONE, 0); } void SP_misc_amb4 (edict_t *ent) { ent->class_id = ENTITY_MISC_AMB4; ent->think = amb4_think; ent->nextthink = level.time + 1; amb4sound = gi.soundindex ("world/amb4.wav"); gi.linkentity (ent); } //====================== //ROGUE void misc_nuke_core_use (edict_t *self, edict_t *other, edict_t *activator) { if (self->svflags & SVF_NOCLIENT) self->svflags &= ~SVF_NOCLIENT; else self->svflags |= SVF_NOCLIENT; } /*QUAKED misc_nuke_core (1 0 0) (-16 -16 -16) (16 16 16) toggles visible/not visible. starts visible. */ void SP_misc_nuke_core (edict_t *ent) { ent->class_id = ENTITY_MISC_NUKE_CORE; gi.setmodel (ent, "models/objects/core/tris.md2"); ent->s.renderfx |= RF_IR_VISIBLE; gi.linkentity (ent); ent->use = misc_nuke_core_use; } //ROGUE //====================== /*QUAKED misc_nuke (1 0 0) (-16 -16 -16) (16 16 16) */ void use_nuke (edict_t *self, edict_t *other, edict_t *activator) { edict_t *from = g_edicts; for ( ; from < &g_edicts[globals.num_edicts]; from++) { if (from == self) continue; if (from->client) { T_Damage (from, self, self, vec3_origin, from->s.origin, vec3_origin, 100000, 1, 0, MOD_TRAP); } else if (from->svflags & SVF_MONSTER) { G_FreeEdict (from); } } self->use = NULL; } void SP_misc_nuke (edict_t *ent) { ent->class_id = ENTITY_MISC_NUKE; ent->use = use_nuke; } // Knightmare- moved Xatrix rotating light and repair object here /*QUAKED rotating_light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF ALARM "health" if set, the light may be killed. */ // RAFAEL // note to self // the lights will take damage from explosions // this could leave a player in total darkness very bad #define START_OFF 1 void rotating_light_alarm (edict_t *self) { if (self->spawnflags & START_OFF) { self->think = NULL; self->nextthink = 0; } else { gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0); self->nextthink = level.time + 1; } } void rotating_light_killed (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_WELDING_SPARKS); gi.WriteByte (30); gi.WritePosition (self->s.origin); gi.WriteDir (vec3_origin); gi.WriteByte (0xe0 + (rand()&7)); gi.multicast (self->s.origin, MULTICAST_PVS); self->s.effects &= ~EF_SPINNINGLIGHTS; self->use = NULL; self->think = G_FreeEdict; self->nextthink = level.time + 0.1; } /*static*/ void rotating_light_use (edict_t *self, edict_t *other, edict_t *activator) { if (self->spawnflags & START_OFF) { self->spawnflags &= ~START_OFF; self->s.effects |= EF_SPINNINGLIGHTS; if (self->spawnflags & 2) { self->think = rotating_light_alarm; self->nextthink = level.time + 0.1; } } else { self->spawnflags |= START_OFF; self->s.effects &= ~EF_SPINNINGLIGHTS; } } void SP_rotating_light (edict_t *self) { self->movetype = MOVETYPE_STOP; self->solid = SOLID_BBOX; self->s.modelindex = gi.modelindex ("models/objects/light/tris.md2"); self->s.frame = 0; self->use = rotating_light_use; if (self->spawnflags & START_OFF) self->s.effects &= ~EF_SPINNINGLIGHTS; else { self->s.effects |= EF_SPINNINGLIGHTS; } self->s.renderfx |= RF_IR_VISIBLE; if (!self->speed) self->speed = 32; // this is a real cheap way // to set the radius of the light // self->s.frame = self->speed; if (!self->health) { self->health = 10; self->max_health = self->health; self->die = rotating_light_killed; self->takedamage = DAMAGE_YES; } else { self->max_health = self->health; self->die = rotating_light_killed; self->takedamage = DAMAGE_YES; } if (self->spawnflags & 2) { self->moveinfo.sound_start = gi.soundindex ("misc/alarm.wav"); } self->class_id = ENTITY_ROTATING_LIGHT; gi.linkentity (self); } /*QUAKED func_object_repair (1 .5 0) (-8 -8 -8) (8 8 8) object to be repaired. The default delay is 1 second "delay" the delay in seconds for spark to occur */ void object_repair_fx (edict_t *ent) { ent->nextthink = level.time + ent->delay; if (ent->health <= 100) ent->health++; else { gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_WELDING_SPARKS); gi.WriteByte (10); gi.WritePosition (ent->s.origin); gi.WriteDir (vec3_origin); gi.WriteByte (0xe0 + (rand()&7)); gi.multicast (ent->s.origin, MULTICAST_PVS); } } void object_repair_dead (edict_t *ent) { G_UseTargets (ent, ent); ent->nextthink = level.time + 0.1; ent->think = object_repair_fx; } void object_repair_sparks (edict_t *ent) { if (ent->health < 0) { ent->nextthink = level.time + 0.1; ent->think = object_repair_dead; return; } ent->nextthink = level.time + ent->delay; gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_WELDING_SPARKS); gi.WriteByte (10); gi.WritePosition (ent->s.origin); gi.WriteDir (vec3_origin); gi.WriteByte (0xe0 + (rand()&7)); gi.multicast (ent->s.origin, MULTICAST_PVS); } void SP_object_repair (edict_t *ent) { ent->class_id = ENTITY_OBJECT_REPAIR; ent->movetype = MOVETYPE_NONE; ent->solid = SOLID_BBOX; ent->classname = "object_repair"; VectorSet (ent->mins, -8, -8, 8); VectorSet (ent->maxs, 8, 8, 8); ent->think = object_repair_sparks; ent->nextthink = level.time + 1.0; ent->health = 100; if (!ent->delay) ent->delay = 1.0; } //Knightmare /*QUAKED misc_sick_guard (1 0 0) (-24 -32 -26) (8 12 -2) model="models/monsters/sick_guard/" */ void misc_sick_guard_think (edict_t *ent) { float r1, r2; ent->s.frame = (ent->s.frame + 1) % 16; ent->nextthink = level.time + FRAMETIME; r1 = random(); r2 = random(); if (r1 <= .033) { if (r2 <= 0.33) gi.sound (ent, CHAN_VOICE, gi.soundindex ("monsters/sick_guard/patient1b.wav"), 1, ATTN_IDLE, 0); else if (r2 <= 0.67) gi.sound (ent, CHAN_VOICE, gi.soundindex ("monsters/sick_guard/patient2.wav"), 1, ATTN_IDLE, 0); else gi.sound (ent, CHAN_VOICE, gi.soundindex ("monsters/sick_guard/patient3.wav"), 1, ATTN_IDLE, 0); } } void SP_misc_sick_guard (edict_t *self) { self->class_id = ENTITY_MISC_SICK_GUARD; // precache gi.soundindex ("monsters/sick_guard/patient1b.wav"); gi.soundindex ("monsters/sick_guard/patient2.wav"); gi.soundindex ("monsters/sick_guard/patient3.wav"); self->movetype = MOVETYPE_NONE; self->solid = SOLID_BBOX; VectorSet (self->mins, -24, -32, -26); VectorSet (self->maxs, 8, 12, -2); self->s.modelindex = gi.modelindex ("models/monsters/sick_guard/tris.md2"); self->s.renderfx |= RF_IR_VISIBLE; self->s.frame = rand() % 16; gi.linkentity (self); self->think = misc_sick_guard_think; self->nextthink = level.time + FRAMETIME; } void SP_model_spawn (edict_t *ent); /*QUAKED misc_gekk_writhe (1 .5 0) (-24 -24 -24) (24 24 24) Not solid due to model not being aligned with bbox- you must put a clip brush around it. Will gib when targeted. model="models/monsters/gekk_writhe/" */ void misc_gekk_writhe_think (edict_t *self) { if (++self->s.frame < FRAME_death4_35) // was FRAME_death4_07 self->nextthink = level.time + FRAMETIME; else { self->s.frame = FRAME_death4_01; // was FRAME_death4_03 self->nextthink = level.time + FRAMETIME; } } // gib function void misc_gekk_writhe_use (edict_t *self, edict_t *other, edict_t *activator) { int damage = 20; gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0); ThrowGib (self, "models/objects/gekkgib/pelvis/tris.md2", 0, 0, damage, GIB_ORGANIC); ThrowGib (self, "models/objects/gekkgib/arm/tris.md2", 0, 0, damage, GIB_ORGANIC); ThrowGib (self, "models/objects/gekkgib/arm/tris.md2", 0, 0, damage, GIB_ORGANIC); ThrowGib (self, "models/objects/gekkgib/torso/tris.md2", 0, 0, damage, GIB_ORGANIC); ThrowGib (self, "models/objects/gekkgib/claw/tris.md2", 0, 0, damage, GIB_ORGANIC); ThrowGib (self, "models/objects/gekkgib/leg/tris.md2", 0, 0, damage, GIB_ORGANIC); ThrowGib (self, "models/objects/gekkgib/leg/tris.md2", 0, 0, damage, GIB_ORGANIC); ThrowHead (self, "models/objects/gekkgib/head/tris.md2", 0, 0, damage, GIB_ORGANIC); G_UseTargets (self, activator); } void SP_misc_gekk_writhe (edict_t *self) { self->class_id = ENTITY_MISC_GEKK_WRITHE; self->movetype = MOVETYPE_NONE; self->solid = SOLID_NOT; VectorSet (self->mins, -24, -24, -24); VectorSet (self->maxs, 24, 24, 24); self->s.modelindex = gi.modelindex ("models/monsters/gekk/tris.md2"); self->s.renderfx |= RF_IR_VISIBLE; self->s.frame = FRAME_death4_01; //was FRAME_death4_03 self->use = misc_gekk_writhe_use; self->blood_type = 1; //Knightmare- set this for blood color gi.linkentity (self); self->think = misc_gekk_writhe_think; self->nextthink = level.time + FRAMETIME; }