mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-14 00:21:18 +00:00
4964 lines
No EOL
131 KiB
C
4964 lines
No EOL
131 KiB
C
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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Copyright (C) 2000-2002 Mr. Hyde and Mad Dog
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "g_local.h"
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#define IF_VISIBLE 8
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#define SEEK_PLAYER 128
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/*QUAKED target_temp_entity (1 0 0) (-8 -8 -8) (8 8 8)
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Fire an origin based temp entity event to the clients.
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"style" type byte
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*/
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void Use_Target_Tent (edict_t *self, edict_t *other, edict_t *activator)
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{
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (self->style);
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gi.WritePosition (self->s.origin);
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gi.multicast (self->s.origin, MULTICAST_PVS);
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self->count--;
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if(!self->count) {
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self->think = G_FreeEdict;
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self->nextthink = level.time + 1;
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}
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}
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void SP_target_temp_entity (edict_t *ent)
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{
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ent->use = Use_Target_Tent;
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}
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//==========================================================
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//==========================================================
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/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off reliable changelevel
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"noise" wav file to play
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"attenuation"
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DWH
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-2 = only played (full volume) for player who triggered the target_speaker
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end DWH
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-1 = none, send to whole level
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1 = normal fighting sounds
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2 = idle sound level
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3 = ambient sound level
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"volume" 0.0 to 1.0
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Normal sounds play each time the target is used. The reliable flag can be set for crucial voiceovers.
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Looped sounds are always atten 3 / vol 1, and the use function toggles it on/off.
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Multiple identical looping sounds will just increase volume without any speed cost.
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Changelevel spawnflag added for Lazarus. This should ONLY be applied in the code,
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and is an indication that the "message" key contains the noise.
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*/
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void Use_Target_Speaker (edict_t *ent, edict_t *other, edict_t *activator)
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{
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int chan;
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if (ent->spawnflags & 3)
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{ // looping sound toggles
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if (ent->s.sound) {
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ent->s.sound = 0; // turn it off
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ent->nextthink = 0;
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}
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else
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ent->s.sound = ent->noise_index; // start it
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}
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else
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{
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if(ent->attenuation == -2) {
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if(ent->spawnflags & 4)
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chan = CHAN_VOICE|CHAN_RELIABLE;
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else
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chan = CHAN_VOICE;
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gi.sound (activator, chan, ent->noise_index, 1, ATTN_NORM, 0);
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}
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else
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{ // normal sound
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if (ent->spawnflags & 4)
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chan = CHAN_VOICE|CHAN_RELIABLE;
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else
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chan = CHAN_VOICE;
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// use a positioned_sound, because this entity won't normally be
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// sent to any clients because it is invisible
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gi.positioned_sound (ent->s.origin, ent, chan, ent->noise_index, ent->volume, ent->attenuation, 0);
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}
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ent->count--;
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if(!ent->count) {
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ent->think = G_FreeEdict;
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ent->nextthink = level.time + 1;
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}
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}
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}
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void SP_target_speaker (edict_t *ent)
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{
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if(!(ent->spawnflags & 8))
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{
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if(!st.noise)
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{
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gi.dprintf("target_speaker with no noise set at %s\n", vtos(ent->s.origin));
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G_FreeEdict(ent);
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return;
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}
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// DWH: Use "message" key to store noise for speakers that change levels
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// via trigger_transition
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if (!strstr (st.noise, ".wav"))
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{
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ent->message = gi.TagMalloc(strlen(st.noise)+5,TAG_LEVEL);
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sprintf(ent->message,"%s.wav", st.noise);
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}
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else
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{
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ent->message = gi.TagMalloc(strlen(st.noise)+1,TAG_LEVEL);
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strcpy(ent->message,st.noise);
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}
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}
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ent->class_id = ENTITY_TARGET_SPEAKER;
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//BC baboo
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if (skill->value >= 2)
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{
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if (strcmp(ent->message,"world/wah2.wav")==0
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|| strcmp(ent->message,"world/wah3.wav")==0
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|| strcmp(ent->message,"world/wahwah.wav")==0)
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{
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ent->message = "mathman/math04.wav";
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}
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}
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ent->noise_index = gi.soundindex (ent->message);
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ent->spawnflags &= ~8;
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if (!ent->volume)
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ent->volume = 1.0;
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if (!ent->attenuation)
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ent->attenuation = 1.0;
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else if (ent->attenuation == -1) // use -1 so 0 defaults to 1
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ent->attenuation = 0;
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// check for prestarted looping sound
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if (ent->spawnflags & 1)
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ent->s.sound = ent->noise_index;
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ent->use = Use_Target_Speaker;
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// must link the entity so we get areas and clusters so
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// the server can determine who to send updates to
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gi.linkentity (ent);
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}
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//==========================================================
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void Use_Target_Help (edict_t *self, edict_t *other, edict_t *activator)
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{
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if(self->message)
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{
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if (self->spawnflags & 1)
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strncpy (game.helpmessage1, self->message, sizeof(game.helpmessage2)-1);
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else
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strncpy (game.helpmessage2, self->message, sizeof(game.helpmessage1)-1);
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}
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game.helpchanged++;
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self->count--;
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if(!self->count) {
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self->think = G_FreeEdict;
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self->nextthink = level.time + 1;
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}
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}
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/*QUAKED target_help (1 0 1) (-16 -16 -24) (16 16 24) help1
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When fired, the "message" key becomes the current personal computer string, and the message light will be set on all clients status bars.
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*/
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void SP_target_help(edict_t *ent)
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{
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if (deathmatch->value)
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{ // auto-remove for deathmatch
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G_FreeEdict (ent);
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return;
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}
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// Lazarus: we allow blank message if world->effects is "help=pic only"
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if (!ent->message && !(world->effects & FX_WORLDSPAWN_NOHELP))
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{
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gi.dprintf ("%s with no message at %s\n", ent->classname, vtos(ent->s.origin));
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G_FreeEdict (ent);
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return;
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}
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ent->use = Use_Target_Help;
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}
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//==========================================================
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/*QUAKED target_secret (1 0 1) (-8 -8 -8) (8 8 8)
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Counts a secret found.
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These are single use targets.
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Lazarus:
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DISABLED SF=1
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*/
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void use_target_secret (edict_t *ent, edict_t *other, edict_t *activator)
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{
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if(ent->spawnflags & 1)
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{
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ent->spawnflags &= ~1;
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level.total_secrets++;
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return;
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}
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gi.sound (ent, CHAN_VOICE, ent->noise_index, 1, ATTN_NORM, 0);
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level.found_secrets++;
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G_UseTargets (ent, activator);
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G_FreeEdict (ent);
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}
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void SP_target_secret (edict_t *ent)
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{
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if (deathmatch->value)
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{ // auto-remove for deathmatch
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G_FreeEdict (ent);
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return;
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}
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ent->use = use_target_secret;
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if (!st.noise)
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st.noise = "misc/secret.wav";
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ent->noise_index = gi.soundindex (st.noise);
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ent->svflags = SVF_NOCLIENT;
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if(!(ent->spawnflags & 1))
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level.total_secrets++;
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// map bug hack
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if (!Q_stricmp(level.mapname, "mine3") && ent->s.origin[0] == 280 && ent->s.origin[1] == -2048 && ent->s.origin[2] == -624)
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ent->message = "You have found a secret area.";
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}
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//==========================================================
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/*QUAKED target_goal (1 0 1) (-8 -8 -8) (8 8 8)
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Counts a goal completed.
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These are single use targets.
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Lazarus:
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DISABLED SF=1
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*/
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void use_target_goal (edict_t *ent, edict_t *other, edict_t *activator)
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{
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if(ent->spawnflags & 1)
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{
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ent->spawnflags &= ~1;
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level.total_goals++;
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return;
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}
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gi.sound (ent, CHAN_VOICE, ent->noise_index, 1, ATTN_NORM, 0);
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level.found_goals++;
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if (level.found_goals == level.total_goals)
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gi.configstring (CS_CDTRACK, "0");
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G_UseTargets (ent, activator);
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G_FreeEdict (ent);
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}
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void SP_target_goal (edict_t *ent)
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{
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if (deathmatch->value)
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{ // auto-remove for deathmatch
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G_FreeEdict (ent);
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return;
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}
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ent->use = use_target_goal;
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if (!st.noise)
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st.noise = "misc/secret.wav";
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ent->noise_index = gi.soundindex (st.noise);
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ent->svflags = SVF_NOCLIENT;
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if(!(ent->spawnflags & 1))
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level.total_goals++;
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}
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//==========================================================
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/*QUAKED target_explosion (1 0 0) (-8 -8 -8) (8 8 8) BIG
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Spawns an explosion temporary entity when used.
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BIG Do you want a larger explosion model?
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"delay" wait this long before going dff
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"dmg" how much radius damage should be done, defaults to 0
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*/
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void target_explosion_explode (edict_t *self)
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{
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float save;
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gi.WriteByte (svc_temp_entity);
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if (self->spawnflags & 1) //Knightmare- big explosion
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gi.WriteByte (TE_EXPLOSION1_BIG);
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else
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gi.WriteByte (TE_EXPLOSION1);
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gi.WritePosition (self->s.origin);
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gi.multicast (self->s.origin, MULTICAST_PHS);
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if(level.num_reflectors)
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ReflectExplosion (TE_EXPLOSION1,self->s.origin);
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T_RadiusDamage (self, self->activator, self->dmg, NULL, self->dmg+40, MOD_EXPLOSIVE, -0.5);
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save = self->delay;
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self->delay = 0;
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G_UseTargets (self, self->activator);
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self->delay = save;
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self->count--;
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if(!self->count)
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{
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self->think = G_FreeEdict;
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self->nextthink = level.time + 1;
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}
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}
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void use_target_explosion (edict_t *self, edict_t *other, edict_t *activator)
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{
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self->activator = activator;
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if (!self->delay)
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{
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target_explosion_explode (self);
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return;
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}
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self->think = target_explosion_explode;
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self->nextthink = level.time + self->delay;
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}
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void SP_target_explosion (edict_t *ent)
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{
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ent->use = use_target_explosion;
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ent->svflags = SVF_NOCLIENT;
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}
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//==========================================================
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/*QUAKED target_changelevel (1 0 0) (-8 -8 -8) (8 8 8)
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Changes level to "map" when fired
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Lazarus spawnflags:
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1 CLEAR_INVENTORY: Removes all pickups other than weapons, restore health to 100
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2 LANDMARK: If set, player position when spawning in the next map will be at the
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same offset from the info_player_start as his current position relative
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to the target_changelevel. Velocity, angles, and crouch state will be
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preserved across maps.
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4 NO_GUN Sets cl_gun 0 and crosshair 0 for the next map/demo only
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8 EASY Sets skill 0 for next map
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16 NORMAL Sets skill 1 for next map
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32 HARD Sets skill 2 for next map
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64 NIGHTMARE Sets skill 3 for next map
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*/
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void use_target_changelevel (edict_t *self, edict_t *other, edict_t *activator)
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{
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edict_t *transition;
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extern int nostatus;
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if (level.intermissiontime)
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return; // already activated
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if (!deathmatch->value && !coop->value)
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{
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if (g_edicts[1].health <= 0)
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return;
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}
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// if noexit, do a ton of damage to other
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if (deathmatch->value && !( (int)dmflags->value & DF_ALLOW_EXIT) && other != world)
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{
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T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 10 * other->max_health, 1000, 0, MOD_EXIT);
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return;
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}
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// if multiplayer, let everyone know who hit the exit
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if (deathmatch->value)
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{
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if (activator && activator->client)
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safe_bprintf (PRINT_HIGH, "%s exited the level.\n", activator->client->pers.netname);
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}
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/*
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if (activator->client)
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{
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if (activator->client->chasetoggle)
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{
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ChasecamRemove (activator, OPTION_OFF);
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activator->client->pers.chasetoggle = 1;
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}
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else
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activator->client->pers.chasetoggle = 0;
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if (!activator->vehicle)
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activator->client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION;
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}
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*/
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// if going to a new unit, clear cross triggers
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if (strstr(self->map, "*"))
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{
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game.serverflags &= ~(SFL_CROSS_TRIGGER_MASK);
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game.lock_code[0] = 0;
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game.lock_revealed = 0;
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game.lock_hud = 0;
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game.transition_ents = 0;
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if (activator->client)
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{
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activator->client->pers.spawn_landmark = false;
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activator->client->pers.spawn_levelchange = false;
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}
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}
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else
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{
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if(self->spawnflags & 2 && activator->client)
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{
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activator->client->pers.spawn_landmark = true;
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VectorSubtract(activator->s.origin,self->s.origin,
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activator->client->pers.spawn_offset);
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VectorCopy(activator->velocity,activator->client->pers.spawn_velocity);
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VectorCopy(activator->s.angles,activator->client->pers.spawn_angles);
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activator->client->pers.spawn_angles[ROLL] = 0;
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VectorCopy(activator->client->ps.viewangles,activator->client->pers.spawn_viewangles);
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activator->client->pers.spawn_pm_flags = activator->client->ps.pmove.pm_flags;
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if(self->s.angles[YAW])
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{
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vec3_t angles;
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vec3_t forward, right, v;
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angles[PITCH] = angles[ROLL] = 0.;
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angles[YAW] = self->s.angles[YAW];
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AngleVectors(angles,forward,right,NULL);
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VectorNegate(right,right);
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VectorCopy(activator->client->pers.spawn_offset,v);
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G_ProjectSource (vec3_origin,
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v, forward, right,
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activator->client->pers.spawn_offset);
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VectorCopy(activator->client->pers.spawn_velocity,v);
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G_ProjectSource (vec3_origin,
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v, forward, right,
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activator->client->pers.spawn_velocity);
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activator->client->pers.spawn_angles[YAW] += angles[YAW];
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activator->client->pers.spawn_viewangles[YAW] += angles[YAW];
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}
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}
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else if (activator && activator->client) //Knightmare- paranoia
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{
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activator->client->pers.spawn_landmark = false;
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}
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if((self->spawnflags & 4) && activator->client && !deathmatch->value && !coop->value)
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{
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nostatus = 1;
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//BC huh?
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//stuffcmd(activator,"cl_gun 0;crosshair 0\n");
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activator->client->pers.hand = 2;
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}
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if (activator && activator->client) //Knightmare- paranoia
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{
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activator->client->pers.spawn_levelchange = true;
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activator->client->pers.spawn_gunframe = activator->client->ps.gunframe;
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activator->client->pers.spawn_modelframe = activator->s.frame;
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activator->client->pers.spawn_anim_end = activator->client->anim_end;
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}
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}
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if(level.next_skill > 0)
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{
|
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gi.cvar_forceset("skill", va("%d",level.next_skill-1));
|
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level.next_skill = 0; // reset
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}
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else if(self->spawnflags & 8)
|
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gi.cvar_forceset("skill", "0");
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else if(self->spawnflags & 16)
|
|
gi.cvar_forceset("skill", "1");
|
|
else if(self->spawnflags & 32)
|
|
gi.cvar_forceset("skill", "2");
|
|
else if(self->spawnflags & 64)
|
|
gi.cvar_forceset("skill", "3");
|
|
|
|
// Knightmare- some of id's stock Q2 maps have this spawnflag
|
|
// set on their trigger_changelevels, so exclude those maps
|
|
if ((self->spawnflags & 1) && !IsIdMap() && allow_clear_inventory->value)
|
|
{
|
|
int n;
|
|
if(activator && activator->client)
|
|
{
|
|
for (n = 0; n < MAX_ITEMS; n++)
|
|
{
|
|
// Keep blaster
|
|
if (!(itemlist[n].flags & IT_WEAPON) || itemlist[n].weapmodel != WEAP_BLASTER )
|
|
activator->client->pers.inventory[n] = 0;
|
|
}
|
|
//Knightmare- always have null weapon
|
|
if (!deathmatch->value)
|
|
activator->client->pers.inventory[ITEM_INDEX(FindItem("No Weapon"))] = 1;
|
|
|
|
|
|
// Switch to blaster
|
|
if ( activator->client->pers.inventory[ITEM_INDEX(FindItem("blaster"))] )
|
|
activator->client->newweapon = FindItem ("blaster");
|
|
else
|
|
activator->client->newweapon = FindItem ("No Weapon");
|
|
|
|
ChangeWeapon(activator);
|
|
activator->client->pers.health = activator->health = 100;
|
|
}
|
|
}
|
|
game.transition_ents = 0;
|
|
if(self->spawnflags & 2 && activator->client)
|
|
{
|
|
transition = G_Find(NULL,FOFS(classname),"trigger_transition");
|
|
while(transition)
|
|
{
|
|
if(!Q_stricmp(transition->targetname,self->targetname))
|
|
{
|
|
game.transition_ents = trigger_transition_ents(self,transition);
|
|
break;
|
|
}
|
|
transition = G_Find(transition,FOFS(classname),"trigger_transition");
|
|
}
|
|
}
|
|
BeginIntermission (self);
|
|
}
|
|
|
|
void SP_target_changelevel (edict_t *ent)
|
|
{
|
|
if (!ent->map)
|
|
{
|
|
gi.dprintf("target_changelevel with no map at %s\n", vtos(ent->s.origin));
|
|
G_FreeEdict (ent);
|
|
return;
|
|
}
|
|
|
|
if ((deathmatch->value || coop->value) && (ent->spawnflags & 2))
|
|
{
|
|
gi.dprintf("target_changelevel at %s\nLANDMARK only valid in single-player\n",
|
|
vtos(ent->s.origin));
|
|
ent->spawnflags &= ~2;
|
|
}
|
|
// ugly hack because *SOMEBODY* screwed up their map
|
|
if((Q_stricmp(level.mapname, "fact1") == 0) && (Q_stricmp(ent->map, "fact3") == 0))
|
|
ent->map = "fact3$secret1";
|
|
|
|
ent->use = use_target_changelevel;
|
|
ent->svflags = SVF_NOCLIENT;
|
|
}
|
|
|
|
|
|
//==========================================================
|
|
|
|
/*QUAKED target_splash (1 0 0) (-8 -8 -8) (8 8 8)
|
|
Creates a particle splash effect when used.
|
|
|
|
Set "sounds" to one of the following:
|
|
1) sparks
|
|
2) blue water
|
|
3) brown water
|
|
4) slime
|
|
5) lava
|
|
6) blood
|
|
|
|
"count" how many pixels in the splash
|
|
"dmg" if set, does a radius damage at this location when it splashes
|
|
useful for lava/sparks
|
|
*/
|
|
|
|
|
|
void use_target_splash (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_SPLASH);
|
|
gi.WriteByte (self->count);
|
|
gi.WritePosition (self->s.origin);
|
|
gi.WriteDir (self->movedir);
|
|
gi.WriteByte (self->sounds);
|
|
gi.multicast (self->s.origin, MULTICAST_PVS);
|
|
if (self->dmg)
|
|
T_RadiusDamage (self, activator, self->dmg, NULL, self->dmg+40, MOD_SPLASH, -0.5);
|
|
}
|
|
|
|
void SP_target_splash (edict_t *self)
|
|
{
|
|
self->use = use_target_splash;
|
|
G_SetMovedir (self->s.angles, self->movedir);
|
|
if (!self->count)
|
|
self->count = 32;
|
|
self->svflags = SVF_NOCLIENT;
|
|
}
|
|
|
|
//==========================================================
|
|
|
|
/*QUAKED target_spawner (1 0 0) (-8 -8 -8) (8 8 8)
|
|
Set target to the type of entity you want spawned.
|
|
Useful for spawning monsters and gibs in the factory levels.
|
|
|
|
For monsters:
|
|
Set direction to the facing you want it to have.
|
|
|
|
For gibs:
|
|
Set direction if you want it moving and
|
|
speed how fast it should be moving otherwise it
|
|
will just be dropped
|
|
*/
|
|
|
|
void ED_CallSpawn (edict_t *ent);
|
|
|
|
void use_target_spawner (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
edict_t *ent;
|
|
|
|
ent = G_Spawn();
|
|
ent->classname = self->target;
|
|
ent->spawnflags = self->spawnflags;
|
|
ent->flags = self->flags;
|
|
VectorCopy (self->s.origin, ent->s.origin);
|
|
VectorCopy (self->s.angles, ent->s.angles);
|
|
ED_CallSpawn (ent);
|
|
|
|
if (ent && ent->inuse) // catch spawn failure
|
|
{
|
|
gi.unlinkentity (ent);
|
|
KillBox (ent);
|
|
gi.linkentity (ent);
|
|
if (self->speed)
|
|
VectorCopy (self->movedir, ent->velocity);
|
|
}
|
|
else
|
|
G_FreeEdict(ent);
|
|
|
|
self->count--;
|
|
if(!self->count)
|
|
{
|
|
self->think = G_FreeEdict;
|
|
self->nextthink = level.time + 1;
|
|
}
|
|
}
|
|
|
|
|
|
void SP_target_spawner (edict_t *self)
|
|
{
|
|
vec3_t forward;
|
|
vec3_t fact2spawnpoint1 = {-1504,512,72};
|
|
|
|
self->use = use_target_spawner;
|
|
self->svflags = SVF_NOCLIENT;
|
|
|
|
//Knightmare- a horrendously ugly hack for the insane spawner on fact2
|
|
if (!Q_stricmp(level.mapname, "fact2")
|
|
&& VectorCompare(self->s.origin, fact2spawnpoint1) )
|
|
{
|
|
//gi.dprintf("Moving target_spawner origin downward 8 units\n");
|
|
VectorSet (forward, 0, 0, 1);
|
|
VectorMA (self->s.origin, -8, forward, self->s.origin);
|
|
}
|
|
|
|
if (self->speed)
|
|
{
|
|
G_SetMovedir (self->s.angles, self->movedir);
|
|
VectorScale (self->movedir, self->speed, self->movedir);
|
|
}
|
|
}
|
|
|
|
//==========================================================
|
|
|
|
/*QUAKED target_blaster (1 0 0) (-8 -8 -8) (8 8 8) NOTRAIL NOEFFECTS
|
|
Fires a blaster bolt in the set direction when triggered.
|
|
|
|
dmg default is 15
|
|
speed default is 1000
|
|
*/
|
|
|
|
/* Lazarus:
|
|
sounds - weapon choice
|
|
0 = blaster
|
|
1 = railgun
|
|
2 = rocket
|
|
3 = bfg
|
|
4 = homing rocket
|
|
5 = machinegun
|
|
6 = grenade
|
|
*/
|
|
|
|
void use_target_blaster (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
vec3_t movedir, start, target;
|
|
int effect;
|
|
|
|
VectorCopy(self->s.origin,start);
|
|
if (self->enemy)
|
|
{
|
|
if(self->sounds == 6)
|
|
{
|
|
if(!AimGrenade (self, start, self->enemy->s.origin, self->speed, movedir))
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
VectorMA(self->enemy->absmin,0.5,self->enemy->size,target);
|
|
VectorSubtract(target,start,movedir);
|
|
VectorNormalize(movedir);
|
|
}
|
|
} else
|
|
VectorCopy(self->movedir,movedir);
|
|
|
|
if (self->spawnflags & 2)
|
|
effect = 0;
|
|
else if (self->spawnflags & 1)
|
|
effect = EF_HYPERBLASTER;
|
|
else
|
|
effect = EF_BLASTER;
|
|
|
|
// Lazarus: weapon choices
|
|
if(self->sounds == 1)
|
|
{
|
|
fire_rail (self, start, movedir, self->dmg, 0);
|
|
gi.WriteByte (svc_muzzleflash);
|
|
gi.WriteShort (self-g_edicts);
|
|
gi.WriteByte (MZ_RAILGUN);
|
|
gi.multicast (start, MULTICAST_PVS);
|
|
}
|
|
else if(self->sounds == 2)
|
|
{
|
|
fire_rocket(self, start, movedir, self->dmg, self->speed, self->dmg, self->dmg, NULL);
|
|
gi.positioned_sound (start, self, CHAN_WEAPON, gi.soundindex("weapons/rocklf1a.wav"), 1, ATTN_NORM, 0);
|
|
}
|
|
else if(self->sounds == 3)
|
|
{
|
|
fire_bfg(self, start, movedir, self->dmg, self->speed, self->dmg);
|
|
gi.positioned_sound (start, self, CHAN_WEAPON, gi.soundindex("weapons/laser2.wav"), 1, ATTN_NORM, 0);
|
|
}
|
|
else if(self->sounds == 4)
|
|
{
|
|
fire_rocket(self, start, movedir, self->dmg, self->speed, self->dmg, self->dmg, self->enemy);
|
|
gi.positioned_sound (start, self, CHAN_WEAPON, gi.soundindex("weapons/rocklf1a.wav"), 1, ATTN_NORM, 0);
|
|
}
|
|
else if(self->sounds == 5)
|
|
{
|
|
fire_bullet(self, start, movedir, self->dmg, 2, 0, 0, MOD_TARGET_BLASTER);
|
|
gi.WriteByte(svc_temp_entity);
|
|
gi.WriteByte(TE_CHAINFIST_SMOKE);
|
|
gi.WritePosition(start);
|
|
gi.multicast(start, MULTICAST_PVS);
|
|
gi.positioned_sound(start,self,CHAN_WEAPON,gi.soundindex(va("weapons/machgf%db.wav",rand() % 5 + 1)),1,ATTN_NORM,0);
|
|
}
|
|
else if(self->sounds == 6)
|
|
{
|
|
fire_grenade(self, start, movedir, self->dmg, self->speed, 2.5, self->dmg+40, false);
|
|
gi.WriteByte (svc_muzzleflash2);
|
|
gi.WriteShort (self - g_edicts);
|
|
gi.WriteByte (MZ2_GUNNER_GRENADE_1);
|
|
gi.multicast (start, MULTICAST_PVS);
|
|
}
|
|
else {
|
|
fire_blaster (self, start, movedir, self->dmg, self->speed, effect, BLASTER_ORANGE, MOD_TARGET_BLASTER);
|
|
gi.sound (self, CHAN_VOICE, self->noise_index, 1, ATTN_NORM, 0);
|
|
}
|
|
}
|
|
|
|
void target_blaster_think (edict_t *self)
|
|
{
|
|
edict_t *ent;
|
|
edict_t *player;
|
|
trace_t tr;
|
|
vec3_t target;
|
|
int i;
|
|
|
|
if(self->spawnflags & SEEK_PLAYER) {
|
|
// this takes precedence over everything else
|
|
|
|
// If we are currently targeting a non-player, reset and look for
|
|
// a player
|
|
if (self->enemy && !self->enemy->client)
|
|
self->enemy = NULL;
|
|
|
|
// Is currently targeted player alive and not using notarget?
|
|
if (self->enemy) {
|
|
if(self->enemy->flags & FL_NOTARGET)
|
|
self->enemy = NULL;
|
|
else if(!self->enemy->inuse || self->enemy->health < 0)
|
|
self->enemy = NULL;
|
|
}
|
|
|
|
// We have a live not-notarget player as target. If IF_VISIBLE is
|
|
// set, see if we can see him
|
|
if (self->enemy && (self->spawnflags & IF_VISIBLE) ) {
|
|
VectorMA(self->enemy->absmin,0.5,self->enemy->size,target);
|
|
tr = gi.trace(self->s.origin,vec3_origin,vec3_origin,target,self,MASK_OPAQUE);
|
|
if(tr.fraction != 1.0)
|
|
self->enemy = NULL;
|
|
}
|
|
|
|
// If we STILL have an enemy, then he must be a good player target. Frag him
|
|
if (self->enemy) {
|
|
use_target_blaster(self,self,self);
|
|
if(self->wait)
|
|
self->nextthink = level.time + self->wait;
|
|
return;
|
|
}
|
|
|
|
// Find a player - note that we search the entire entity list so we'll
|
|
// also hit on func_monitor-viewing fake players
|
|
for(i=1, player=g_edicts+1; i<globals.num_edicts && !self->enemy; i++, player++) {
|
|
if(!player->inuse) continue;
|
|
if(!player->client) continue;
|
|
if(player->svflags & SVF_NOCLIENT) continue;
|
|
if(player->health >= 0 && !(player->flags & FL_NOTARGET) ) {
|
|
if(self->spawnflags & IF_VISIBLE) {
|
|
// player must be seen to shoot
|
|
VectorMA(player->s.origin,0.5,player->size,target);
|
|
tr = gi.trace(self->s.origin,vec3_origin,vec3_origin,target,self,MASK_OPAQUE);
|
|
if(tr.fraction == 1.0)
|
|
self->enemy = player;
|
|
} else {
|
|
// we don't care whether he can be seen
|
|
self->enemy = player;
|
|
}
|
|
}
|
|
}
|
|
// If we have an enemy, shoot
|
|
if (self->enemy) {
|
|
use_target_blaster(self,self,self);
|
|
if(self->wait)
|
|
self->nextthink = level.time + self->wait;
|
|
return;
|
|
}
|
|
}
|
|
|
|
// If we get to this point, then either SEEK_PLAYER wasn't set or we couldn't find
|
|
// a live, notarget player.
|
|
|
|
if (self->target) {
|
|
if (!(self->spawnflags & IF_VISIBLE)) {
|
|
// have a target, don't care whether it's visible; cannot be a gibbed monster
|
|
self->enemy = NULL;
|
|
ent = G_Find (NULL, FOFS(targetname), self->target);
|
|
while(ent && !self->enemy) {
|
|
// if target is not a monster, we're done
|
|
if( !(ent->svflags & SVF_MONSTER)) {
|
|
self->enemy = ent;
|
|
break;
|
|
}
|
|
ent = G_Find(ent, FOFS(targetname), self->target);
|
|
}
|
|
} else {
|
|
// has a target, but must be visible and not a monster
|
|
self->enemy = NULL;
|
|
ent = G_Find (NULL, FOFS(targetname), self->target);
|
|
while(ent && !self->enemy) {
|
|
// if the target isn't a monster, we don't care whether
|
|
// it can be seen or not.
|
|
if( !(ent->svflags & SVF_MONSTER) ) {
|
|
self->enemy = ent;
|
|
break;
|
|
}
|
|
if( ent->health > ent->gib_health)
|
|
{
|
|
// Not a gibbed monster
|
|
VectorMA(ent->absmin,0.5,ent->size,target);
|
|
tr = gi.trace(self->s.origin,vec3_origin,vec3_origin,target,self,MASK_OPAQUE);
|
|
if(tr.fraction == 1.0)
|
|
{
|
|
self->enemy = ent;
|
|
break;
|
|
}
|
|
}
|
|
ent = G_Find(ent, FOFS(targetname), self->target);
|
|
}
|
|
}
|
|
}
|
|
if(self->enemy || !(self->spawnflags & IF_VISIBLE) ) {
|
|
use_target_blaster(self,self,self);
|
|
if(self->wait)
|
|
self->nextthink = level.time + self->wait;
|
|
} else if(self->wait)
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
void find_target_blaster_target(edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
target_blaster_think(self);
|
|
}
|
|
|
|
void toggle_target_blaster (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
// used for target_blasters with a "wait" value
|
|
|
|
self->activator = activator;
|
|
if (self->spawnflags & 4) {
|
|
|
|
self->count--;
|
|
if(!self->count) {
|
|
self->think = G_FreeEdict;
|
|
self->nextthink = level.time + 1;
|
|
}
|
|
else
|
|
{
|
|
self->spawnflags &= ~4;
|
|
self->nextthink = 0;
|
|
}
|
|
} else {
|
|
self->spawnflags |= 4;
|
|
self->think (self);
|
|
}
|
|
}
|
|
|
|
void target_blaster_init (edict_t *self)
|
|
{
|
|
if(self->target) {
|
|
edict_t *ent;
|
|
ent = G_Find (NULL, FOFS(targetname), self->target);
|
|
if(!ent)
|
|
gi.dprintf("%s at %s: %s is a bad target\n", self->classname, vtos(self->s.origin), self->target);
|
|
self->enemy = ent;
|
|
}
|
|
}
|
|
void SP_target_blaster (edict_t *self)
|
|
{
|
|
G_SetMovedir (self->s.angles, self->movedir);
|
|
self->noise_index = gi.soundindex ("weapons/laser2.wav");
|
|
|
|
if (!self->dmg)
|
|
self->dmg = 15;
|
|
if (!self->speed)
|
|
self->speed = 1000;
|
|
|
|
// If SEEK_PLAYER is not set and there's no target, then
|
|
// IF_VISIBLE is meaningless
|
|
if (!(self->spawnflags & 128) && !self->target)
|
|
self->spawnflags &= ~16;
|
|
|
|
if (self->wait) {
|
|
// toggled target_blaster
|
|
self->use = toggle_target_blaster;
|
|
self->enemy = NULL; // for now
|
|
self->think = target_blaster_think;
|
|
if(self->spawnflags & 4)
|
|
self->nextthink = level.time + 1;
|
|
else
|
|
self->nextthink = 0;
|
|
} else if(self->target || (self->spawnflags & SEEK_PLAYER)) {
|
|
self->use = find_target_blaster_target;
|
|
if(self->target) {
|
|
self->think = target_blaster_init;
|
|
self->nextthink = level.time + 2*FRAMETIME;
|
|
}
|
|
} else {
|
|
// normal targeted target_blaster
|
|
self->use = use_target_blaster;
|
|
}
|
|
|
|
gi.linkentity(self);
|
|
self->svflags = SVF_NOCLIENT;
|
|
}
|
|
|
|
|
|
//==========================================================
|
|
|
|
/*QUAKED target_crosslevel_trigger (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
|
|
Once this trigger is touched/used, any trigger_crosslevel_target with the same trigger number is automatically used when a level is started within the same unit. It is OK to check multiple triggers. Message, delay, target, and killtarget also work.
|
|
*/
|
|
void trigger_crosslevel_trigger_use (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
game.serverflags |= self->spawnflags;
|
|
// DWH: By most editors, the trigger should be able to fire targets. Added
|
|
// the following line:
|
|
G_UseTargets (self, activator);
|
|
G_FreeEdict (self);
|
|
}
|
|
|
|
void SP_target_crosslevel_trigger (edict_t *self)
|
|
{
|
|
self->svflags = SVF_NOCLIENT;
|
|
self->use = trigger_crosslevel_trigger_use;
|
|
}
|
|
|
|
/*QUAKED target_crosslevel_target (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
|
|
Triggered by a trigger_crosslevel elsewhere within a unit. If multiple triggers are checked, all must be true. Delay, target and
|
|
killtarget also work.
|
|
|
|
"delay" delay before using targets if the trigger has been activated (default 1)
|
|
*/
|
|
void target_crosslevel_target_think (edict_t *self)
|
|
{
|
|
if (self->spawnflags == (game.serverflags & SFL_CROSS_TRIGGER_MASK & self->spawnflags))
|
|
{
|
|
G_UseTargets (self, self);
|
|
G_FreeEdict (self);
|
|
}
|
|
}
|
|
|
|
void SP_target_crosslevel_target (edict_t *self)
|
|
{
|
|
if (! self->delay)
|
|
self->delay = 1;
|
|
self->svflags = SVF_NOCLIENT;
|
|
|
|
self->think = target_crosslevel_target_think;
|
|
self->nextthink = level.time + self->delay;
|
|
}
|
|
|
|
//==========================================================
|
|
|
|
/*QUAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON RED GREEN BLUE YELLOW ORANGE FAT
|
|
When triggered, fires a laser. You can either set a target
|
|
or a direction.
|
|
*/
|
|
|
|
// DWH - player-seeking laser stuff
|
|
void target_laser_ps_think (edict_t *self)
|
|
{
|
|
edict_t *ignore;
|
|
edict_t *player;
|
|
trace_t tr;
|
|
vec3_t start;
|
|
vec3_t end;
|
|
vec3_t point;
|
|
vec3_t last_movedir;
|
|
vec3_t target;
|
|
int count;
|
|
int i;
|
|
|
|
if( self->wait > 0) {
|
|
if( level.time >= self->starttime ) {
|
|
self->starttime = level.time + self->wait;
|
|
self->endtime = level.time + self->delay;
|
|
}
|
|
else if( level.time >= self->endtime ) {
|
|
self->nextthink = level.time + FRAMETIME;
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (self->spawnflags & 0x80000000)
|
|
count = 8; // spark count
|
|
else
|
|
count = 4;
|
|
|
|
if (self->enemy) {
|
|
if(self->enemy->flags & FL_NOTARGET || (self->enemy->health < self->enemy->gib_health) )
|
|
self->enemy = NULL;
|
|
else {
|
|
// first make sure laser can see the center of the enemy
|
|
VectorMA(self->enemy->absmin,0.5,self->enemy->size,target);
|
|
tr = gi.trace(self->s.origin,vec3_origin,vec3_origin,target,self,MASK_OPAQUE);
|
|
if(tr.fraction != 1.0)
|
|
self->enemy = NULL;
|
|
}
|
|
}
|
|
if (!self->enemy) {
|
|
// find a player - as with target_blaster, search entire entity list so
|
|
// we'll pick up fake players representing camera-viewers
|
|
for(i=1, player=g_edicts+1; i<globals.num_edicts && !self->enemy; i++, player++) {
|
|
if(!player->inuse) continue;
|
|
if(!player->client) continue;
|
|
if(player->svflags & SVF_NOCLIENT) continue;
|
|
if((player->health >= player->gib_health) && !(player->flags & FL_NOTARGET) ) {
|
|
VectorMA(player->absmin,0.5,player->size,target);
|
|
tr = gi.trace(self->s.origin,vec3_origin,vec3_origin,target,self,MASK_OPAQUE);
|
|
if(tr.fraction == 1.0) {
|
|
self->enemy = player;
|
|
self->spawnflags |= 0x80000001;
|
|
count = 8;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (!self->enemy) {
|
|
self->svflags |= SVF_NOCLIENT;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
return;
|
|
}
|
|
|
|
self->svflags &= ~SVF_NOCLIENT;
|
|
VectorCopy (self->movedir, last_movedir);
|
|
VectorMA (self->enemy->absmin, 0.5, self->enemy->size, point);
|
|
VectorSubtract (point, self->s.origin, self->movedir);
|
|
VectorNormalize (self->movedir);
|
|
if (!VectorCompare(self->movedir, last_movedir))
|
|
self->spawnflags |= 0x80000000;
|
|
|
|
ignore = self;
|
|
VectorCopy (self->s.origin, start);
|
|
VectorMA (start, 2048, self->movedir, end);
|
|
while(1)
|
|
{
|
|
tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER);
|
|
|
|
if (!tr.ent)
|
|
break;
|
|
|
|
// hurt it if we can
|
|
if (tr.ent->takedamage && !self->style)
|
|
{
|
|
if(!(tr.ent->flags & FL_IMMUNE_LASER) && (self->dmg > 0) )
|
|
T_Damage (tr.ent, self, self->activator, self->movedir, tr.endpos, vec3_origin, self->dmg, 1, DAMAGE_ENERGY, MOD_TARGET_LASER);
|
|
else if(self->dmg < 0)
|
|
{
|
|
tr.ent->health -= self->dmg;
|
|
if(tr.ent->health > tr.ent->max_health)
|
|
tr.ent->health = tr.ent->max_health;
|
|
}
|
|
}
|
|
|
|
// if we hit something that's not a monster or player or is immune to lasers, we're done
|
|
if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
|
|
{
|
|
if ((self->spawnflags & 0x80000000) && (self->style != 3))
|
|
{
|
|
self->spawnflags &= ~0x80000000;
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_LASER_SPARKS);
|
|
gi.WriteByte (count);
|
|
gi.WritePosition (tr.endpos);
|
|
gi.WriteDir (tr.plane.normal);
|
|
gi.WriteByte (self->s.skinnum);
|
|
gi.multicast (tr.endpos, MULTICAST_PVS);
|
|
}
|
|
break;
|
|
}
|
|
|
|
ignore = tr.ent;
|
|
VectorCopy (tr.endpos, start);
|
|
}
|
|
VectorCopy (tr.endpos, self->s.old_origin);
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
void target_laser_ps_on (edict_t *self)
|
|
{
|
|
if (!self->activator)
|
|
self->activator = self;
|
|
self->spawnflags |= 0x80000001;
|
|
// self->svflags &= ~SVF_NOCLIENT;
|
|
if(self->wait > 0) {
|
|
self->starttime = level.time + self->wait;
|
|
self->endtime = level.time + self->delay;
|
|
}
|
|
target_laser_ps_think (self);
|
|
}
|
|
|
|
void target_laser_ps_off (edict_t *self)
|
|
{
|
|
self->spawnflags &= ~1;
|
|
self->svflags |= SVF_NOCLIENT;
|
|
self->nextthink = 0;
|
|
}
|
|
|
|
void target_laser_ps_use (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
self->activator = activator;
|
|
if (self->spawnflags & 1) {
|
|
target_laser_ps_off (self);
|
|
self->count--;
|
|
if(!self->count) {
|
|
self->think = G_FreeEdict;
|
|
self->nextthink = level.time + 1;
|
|
}
|
|
}
|
|
else
|
|
target_laser_ps_on (self);
|
|
}
|
|
|
|
void target_laser_think (edict_t *self)
|
|
{
|
|
edict_t *ignore;
|
|
vec3_t start;
|
|
vec3_t end;
|
|
trace_t tr;
|
|
vec3_t point;
|
|
vec3_t last_movedir;
|
|
int count;
|
|
|
|
// DWH
|
|
if( self->wait > 0) {
|
|
// pulsed laser
|
|
if( level.time >= self->starttime ) {
|
|
self->starttime = level.time + self->wait;
|
|
self->endtime = level.time + self->delay;
|
|
}
|
|
else if( level.time >= self->endtime ) {
|
|
self->nextthink = level.time + FRAMETIME;
|
|
return;
|
|
}
|
|
}
|
|
// end DWH
|
|
|
|
if (self->spawnflags & 0x80000000)
|
|
count = 8;
|
|
else
|
|
count = 4;
|
|
|
|
if (self->enemy)
|
|
{
|
|
VectorCopy (self->movedir, last_movedir);
|
|
VectorMA (self->enemy->absmin, 0.5, self->enemy->size, point);
|
|
VectorSubtract (point, self->s.origin, self->movedir);
|
|
VectorNormalize (self->movedir);
|
|
if (!VectorCompare(self->movedir, last_movedir))
|
|
self->spawnflags |= 0x80000000;
|
|
}
|
|
|
|
ignore = self;
|
|
VectorCopy (self->s.origin, start);
|
|
VectorMA (start, 2048, self->movedir, end);
|
|
while(1)
|
|
{
|
|
tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER);
|
|
|
|
if (!tr.ent)
|
|
break;
|
|
|
|
// hurt it if we can
|
|
if (tr.ent->takedamage && !self->style)
|
|
{
|
|
if(!(tr.ent->flags & FL_IMMUNE_LASER) && (self->dmg > 0))
|
|
T_Damage (tr.ent, self, self->activator, self->movedir, tr.endpos, vec3_origin, self->dmg, 1, DAMAGE_ENERGY, MOD_TARGET_LASER);
|
|
else if(self->dmg < 0)
|
|
{
|
|
tr.ent->health -= self->dmg;
|
|
if(tr.ent->health > tr.ent->max_health)
|
|
tr.ent->health = tr.ent->max_health;
|
|
}
|
|
}
|
|
|
|
// if we hit something that's not a monster or player or is immune to lasers, we're done
|
|
if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client) )
|
|
{
|
|
if ((self->spawnflags & 0x80000000) && (self->style != 3))
|
|
{
|
|
self->spawnflags &= ~0x80000000;
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_LASER_SPARKS);
|
|
gi.WriteByte (count);
|
|
gi.WritePosition (tr.endpos);
|
|
gi.WriteDir (tr.plane.normal);
|
|
gi.WriteByte (self->s.skinnum);
|
|
gi.multicast (tr.endpos, MULTICAST_PVS);
|
|
}
|
|
break;
|
|
}
|
|
|
|
ignore = tr.ent;
|
|
VectorCopy (tr.endpos, start);
|
|
}
|
|
|
|
VectorCopy (tr.endpos, self->s.old_origin);
|
|
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
void target_laser_on (edict_t *self)
|
|
{
|
|
if(self->wait > 0) {
|
|
self->starttime = level.time + self->wait;
|
|
self->endtime = level.time + self->delay;
|
|
}
|
|
if (!self->activator)
|
|
self->activator = self;
|
|
self->spawnflags |= 0x80000001;
|
|
self->svflags &= ~SVF_NOCLIENT;
|
|
target_laser_think (self);
|
|
}
|
|
|
|
void target_laser_off (edict_t *self)
|
|
{
|
|
self->spawnflags &= ~1;
|
|
self->svflags |= SVF_NOCLIENT;
|
|
self->nextthink = 0;
|
|
}
|
|
|
|
void target_laser_use (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
self->activator = activator;
|
|
if (self->spawnflags & 1) {
|
|
target_laser_off (self);
|
|
self->count--;
|
|
if(!self->count) {
|
|
self->think = G_FreeEdict;
|
|
self->nextthink = level.time + 1;
|
|
}
|
|
}
|
|
else
|
|
target_laser_on (self);
|
|
}
|
|
|
|
void target_laser_start (edict_t *self)
|
|
{
|
|
edict_t *ent;
|
|
|
|
self->movetype = MOVETYPE_NONE;
|
|
self->solid = SOLID_NOT;
|
|
self->s.renderfx |= RF_BEAM|RF_TRANSLUCENT;
|
|
self->s.modelindex = 1; // must be non-zero
|
|
|
|
// set the beam diameter
|
|
if (self->mass > 1)
|
|
self->s.frame = self->mass;
|
|
else if(self->spawnflags & 64)
|
|
self->s.frame = 16;
|
|
else
|
|
self->s.frame = 4;
|
|
|
|
// set the color
|
|
if (self->spawnflags & 2)
|
|
self->s.skinnum = 0xf2f2f0f0;
|
|
else if (self->spawnflags & 4)
|
|
self->s.skinnum = 0xd0d1d2d3;
|
|
else if (self->spawnflags & 8)
|
|
self->s.skinnum = 0xf3f3f1f1;
|
|
else if (self->spawnflags & 16)
|
|
self->s.skinnum = 0xdcdddedf;
|
|
else if (self->spawnflags & 32)
|
|
self->s.skinnum = 0xe0e1e2e3;
|
|
|
|
|
|
if (!self->dmg)
|
|
self->dmg = 1;
|
|
VectorSet (self->mins, -8, -8, -8);
|
|
VectorSet (self->maxs, 8, 8, 8);
|
|
|
|
// DWH
|
|
|
|
// pulsed laser
|
|
if(self->wait > 0) {
|
|
if(self->delay >= self->wait) {
|
|
gi.dprintf("target_laser at %s, delay must be < wait.\n",
|
|
vtos(self->s.origin));
|
|
self->wait = 0;
|
|
} else if(self->delay == 0.) {
|
|
gi.dprintf("target_laser at %s, wait > 0 but delay = 0\n",
|
|
vtos(self->s.origin));
|
|
self->wait = 0;
|
|
}
|
|
}
|
|
|
|
if (self->spawnflags & 128) {
|
|
// player-seeking laser
|
|
self->enemy = NULL;
|
|
self->use = target_laser_ps_use;
|
|
self->think = target_laser_ps_think;
|
|
gi.linkentity(self);
|
|
if(self->spawnflags & 1)
|
|
target_laser_ps_on(self);
|
|
else
|
|
target_laser_ps_off(self);
|
|
return;
|
|
}
|
|
// end DWH
|
|
|
|
if (!self->enemy)
|
|
{
|
|
if (self->target)
|
|
{
|
|
ent = G_Find (NULL, FOFS(targetname), self->target);
|
|
if (!ent)
|
|
gi.dprintf ("%s at %s: %s is a bad target\n", self->classname, vtos(self->s.origin), self->target);
|
|
self->enemy = ent;
|
|
}
|
|
else
|
|
{
|
|
G_SetMovedir (self->s.angles, self->movedir);
|
|
}
|
|
}
|
|
self->use = target_laser_use;
|
|
self->think = target_laser_think;
|
|
|
|
gi.linkentity (self);
|
|
|
|
if (self->spawnflags & 1)
|
|
target_laser_on (self);
|
|
else
|
|
target_laser_off (self);
|
|
}
|
|
|
|
void SP_target_laser (edict_t *self)
|
|
{
|
|
self->class_id = ENTITY_TARGET_LASER;
|
|
|
|
// let everything else get spawned before we start firing
|
|
self->think = target_laser_start;
|
|
self->nextthink = level.time + 1;
|
|
}
|
|
|
|
//==========================================================
|
|
|
|
/*QUAKED target_lightramp (0 .5 .8) (-8 -8 -8) (8 8 8) TOGGLE
|
|
speed How many seconds the ramping will take
|
|
message two letters; starting lightlevel and ending lightlevel
|
|
*/
|
|
|
|
#define LIGHTRAMP_TOGGLE 1
|
|
#define LIGHTRAMP_CUSTOM 2
|
|
#define LIGHTRAMP_LOOP 4
|
|
#define LIGHTRAMP_ACTIVE 128
|
|
|
|
void target_lightramp_think (edict_t *self)
|
|
{
|
|
char style[2];
|
|
|
|
if(self->spawnflags & LIGHTRAMP_CUSTOM) {
|
|
if(self->movedir[2] > 0)
|
|
style[0] = self->message[(int)self->movedir[0]];
|
|
else
|
|
style[0] = self->message[(int)(self->movedir[1]-self->movedir[0])];
|
|
self->movedir[0]++;
|
|
} else {
|
|
style[0] = 'a' + self->movedir[0] + (level.time - self->timestamp) / FRAMETIME * self->movedir[2];
|
|
}
|
|
style[1] = 0;
|
|
gi.configstring (CS_LIGHTS+self->enemy->style, style);
|
|
|
|
if(self->spawnflags & LIGHTRAMP_CUSTOM) {
|
|
if((self->movedir[0] <= self->movedir[1]) ||
|
|
((self->spawnflags & LIGHTRAMP_LOOP) && (self->spawnflags & LIGHTRAMP_ACTIVE)) ) {
|
|
self->nextthink = level.time + FRAMETIME;
|
|
if(self->movedir[0] > self->movedir[1]) {
|
|
self->movedir[0] = 0;
|
|
if(self->spawnflags & LIGHTRAMP_TOGGLE)
|
|
self->movedir[2] *= -1;
|
|
}
|
|
} else {
|
|
self->movedir[0] = 0;
|
|
if (self->spawnflags & LIGHTRAMP_TOGGLE)
|
|
self->movedir[2] *= -1;
|
|
|
|
self->count--;
|
|
if(!self->count) {
|
|
self->think = G_FreeEdict;
|
|
self->nextthink = level.time + 1;
|
|
}
|
|
}
|
|
} else {
|
|
if ( (level.time - self->timestamp) < self->speed) {
|
|
self->nextthink = level.time + FRAMETIME;
|
|
} else if (self->spawnflags & LIGHTRAMP_TOGGLE) {
|
|
char temp;
|
|
|
|
temp = self->movedir[0];
|
|
self->movedir[0] = self->movedir[1];
|
|
self->movedir[1] = temp;
|
|
self->movedir[2] *= -1;
|
|
if( (self->spawnflags & LIGHTRAMP_LOOP) && (self->spawnflags & LIGHTRAMP_ACTIVE) ) {
|
|
self->timestamp = level.time;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
} else if ((self->spawnflags & LIGHTRAMP_LOOP) && (self->spawnflags & LIGHTRAMP_ACTIVE)) {
|
|
// Not toggled, looping. Start sequence over
|
|
self->timestamp = level.time;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
} else {
|
|
self->count--;
|
|
if(!self->count) {
|
|
self->think = G_FreeEdict;
|
|
self->nextthink = level.time + 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void target_lightramp_use (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
if (self->spawnflags & LIGHTRAMP_LOOP) {
|
|
if(self->spawnflags & LIGHTRAMP_ACTIVE) {
|
|
self->spawnflags &= ~LIGHTRAMP_ACTIVE; // already on, turn it off
|
|
target_lightramp_think(self);
|
|
return;
|
|
} else {
|
|
self->spawnflags |= LIGHTRAMP_ACTIVE;
|
|
}
|
|
}
|
|
|
|
if (!self->enemy)
|
|
{
|
|
edict_t *e;
|
|
|
|
// check all the targets
|
|
e = NULL;
|
|
while (1)
|
|
{
|
|
e = G_Find (e, FOFS(targetname), self->target);
|
|
if (!e)
|
|
break;
|
|
if (strcmp(e->classname, "light") != 0)
|
|
{
|
|
gi.dprintf("%s at %s ", self->classname, vtos(self->s.origin));
|
|
gi.dprintf("target %s (%s at %s) is not a light\n", self->target, e->classname, vtos(e->s.origin));
|
|
}
|
|
else
|
|
{
|
|
self->enemy = e;
|
|
}
|
|
}
|
|
|
|
if (!self->enemy)
|
|
{
|
|
gi.dprintf("%s target %s not found at %s\n", self->classname, self->target, vtos(self->s.origin));
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
}
|
|
|
|
self->timestamp = level.time;
|
|
target_lightramp_think (self);
|
|
}
|
|
|
|
void SP_target_lightramp (edict_t *self)
|
|
{
|
|
// DWH: CUSTOM spawnflag allows custom light switching, speed is ignored
|
|
if (self->spawnflags & LIGHTRAMP_CUSTOM) {
|
|
if (!self->message || strlen(self->message) < 2) {
|
|
gi.dprintf("custom target_lightramp has bad ramp (%s) at %s\n", self->message, vtos(self->s.origin));
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
} else {
|
|
if (!self->message || strlen(self->message) != 2 || self->message[0] < 'a' || self->message[0] > 'z' || self->message[1] < 'a' || self->message[1] > 'z' || self->message[0] == self->message[1])
|
|
{
|
|
gi.dprintf("target_lightramp has bad ramp (%s) at %s\n", self->message, vtos(self->s.origin));
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (deathmatch->value)
|
|
{
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
|
|
if (!self->target)
|
|
{
|
|
gi.dprintf("%s with no target at %s\n", self->classname, vtos(self->s.origin));
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
|
|
self->svflags |= SVF_NOCLIENT;
|
|
self->use = target_lightramp_use;
|
|
self->think = target_lightramp_think;
|
|
|
|
if(self->spawnflags & LIGHTRAMP_CUSTOM) {
|
|
self->movedir[0] = 0; // index into message
|
|
self->movedir[1] = strlen(self->message)-1; // position of last character
|
|
self->movedir[2] = 1; // direction = start->end
|
|
} else {
|
|
self->movedir[0] = self->message[0] - 'a';
|
|
self->movedir[1] = self->message[1] - 'a';
|
|
self->movedir[2] = (self->movedir[1] - self->movedir[0]) / (self->speed / FRAMETIME);
|
|
}
|
|
|
|
self->spawnflags &= ~LIGHTRAMP_ACTIVE; // not currently on
|
|
}
|
|
|
|
//==========================================================
|
|
|
|
/*QUAKED target_earthquake (1 0 0) (-8 -8 -8) (8 8 8)
|
|
When triggered, this initiates a level-wide earthquake.
|
|
All players and monsters are affected.
|
|
"speed" severity of the quake (default:200)
|
|
"count" duration of the quake (default:5)
|
|
*/
|
|
|
|
void target_earthquake_think (edict_t *self)
|
|
{
|
|
int i;
|
|
edict_t *e;
|
|
|
|
if (self->last_move_time < level.time)
|
|
{
|
|
gi.positioned_sound (self->s.origin, self, CHAN_AUTO, self->noise_index, 1.0, ATTN_NONE, 0);
|
|
self->last_move_time = level.time + 0.5;
|
|
}
|
|
|
|
for (i=1, e=g_edicts+i; i < globals.num_edicts; i++,e++)
|
|
{
|
|
if (!e->inuse)
|
|
continue;
|
|
if (!e->client)
|
|
continue;
|
|
if (!e->groundentity)
|
|
continue;
|
|
// Lazarus: special case for tracktrain riders -
|
|
// earthquakes hurt 'em too bad, so don't shake 'em
|
|
if ((e->groundentity->flags & FL_TRACKTRAIN) && (e->groundentity->moveinfo.state))
|
|
continue;
|
|
e->groundentity = NULL;
|
|
e->velocity[0] += crandom()* 150;
|
|
e->velocity[1] += crandom()* 150;
|
|
e->velocity[2] = self->speed * (100.0 / e->mass);
|
|
}
|
|
|
|
if (level.time < self->timestamp)
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
void target_earthquake_use (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
self->timestamp = level.time + self->count;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
self->activator = activator;
|
|
self->last_move_time = 0;
|
|
}
|
|
|
|
void SP_target_earthquake (edict_t *self)
|
|
{
|
|
if (!self->targetname)
|
|
gi.dprintf("untargeted %s at %s\n", self->classname, vtos(self->s.origin));
|
|
|
|
if (!self->count)
|
|
self->count = 5;
|
|
|
|
if (!self->speed)
|
|
self->speed = 200;
|
|
|
|
self->svflags |= SVF_NOCLIENT;
|
|
self->think = target_earthquake_think;
|
|
self->use = target_earthquake_use;
|
|
|
|
self->noise_index = gi.soundindex ("world/quake.wav");
|
|
}
|
|
|
|
// DWH
|
|
//
|
|
// Tremor stuff follows
|
|
//
|
|
//
|
|
// target_locator can be used to move entities to a random selection
|
|
// from a series of path_corners. Move takes place at level start ONLY.
|
|
//
|
|
void target_locator_init(edict_t *self)
|
|
{
|
|
int num_points=0;
|
|
int i, N, nummoves;
|
|
qboolean looped;
|
|
edict_t *tgt0, *tgtlast, *target, *next;
|
|
edict_t *move;
|
|
|
|
move = NULL;
|
|
move = G_Find(move,FOFS(targetname),self->target);
|
|
|
|
if(!move)
|
|
{
|
|
gi.dprintf("Target of target_locator (%s) not found.\n",
|
|
self->target);
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
target = G_Find(NULL,FOFS(targetname),self->pathtarget);
|
|
if(!target)
|
|
{
|
|
gi.dprintf("Pathtarget of target_locator (%s) not found.\n",
|
|
self->pathtarget);
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
|
|
srand(time(NULL));
|
|
tgt0 = target;
|
|
next = NULL;
|
|
target->spawnflags &= 0x7FFE;
|
|
while(next != tgt0)
|
|
{
|
|
if(target->target)
|
|
{
|
|
next = G_Find(NULL,FOFS(targetname),target->target);
|
|
if((!next) || (next==tgt0)) tgtlast = target;
|
|
if(!next)
|
|
{
|
|
gi.dprintf("Target %s of path_corner at %s not found.\n",
|
|
target->target,vtos(target->s.origin));
|
|
break;
|
|
}
|
|
target = next;
|
|
target->spawnflags &= 0x7FFE;
|
|
num_points++;
|
|
}
|
|
else
|
|
{
|
|
next = tgt0;
|
|
tgtlast = target;
|
|
}
|
|
}
|
|
if(!num_points) num_points=1;
|
|
|
|
nummoves = 1;
|
|
while(move)
|
|
{
|
|
if(nummoves > num_points) break; // more targets than path_corners
|
|
|
|
N = rand() % num_points;
|
|
i = 0;
|
|
next = tgt0;
|
|
looped = false;
|
|
while(i<=N)
|
|
{
|
|
target = next;
|
|
if(!(target->spawnflags & 1)) i++;
|
|
if(target==tgtlast)
|
|
{
|
|
// We've looped thru all path_corners, but not
|
|
// reached the target number yet. This can only
|
|
// happen in the case of multiple targets. Use the
|
|
// next available path_corner.
|
|
looped = true;
|
|
}
|
|
if(looped && !(target->spawnflags & 1)) i = N+1;
|
|
next = G_Find(NULL,FOFS(targetname),target->target);
|
|
}
|
|
target->spawnflags |= 1;
|
|
|
|
// Assumptions here: SOLID_BSP entities are assumed to be brush models,
|
|
// all others are point ents
|
|
if(move->solid == SOLID_BSP)
|
|
{
|
|
vec3_t origin;
|
|
VectorAdd(move->absmin,move->absmax,origin);
|
|
VectorScale(origin,0.5,origin);
|
|
VectorSubtract(target->s.origin,origin,move->s.origin);
|
|
}
|
|
else {
|
|
VectorCopy(target->s.origin,move->s.origin);
|
|
VectorCopy(target->s.angles,move->s.angles);
|
|
}
|
|
M_droptofloor(move);
|
|
gi.linkentity(move);
|
|
move = G_Find(move,FOFS(targetname),self->target);
|
|
nummoves++;
|
|
}
|
|
// All done, go away
|
|
G_FreeEdict(self);
|
|
}
|
|
void SP_target_locator(edict_t *self)
|
|
{
|
|
if(!self->target)
|
|
{
|
|
gi.dprintf("target_locator w/o target at %s\n",vtos(self->s.origin));
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
if(!self->pathtarget)
|
|
{
|
|
gi.dprintf("target_locator w/o pathtarget at %s\n",vtos(self->s.origin));
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
self->think = target_locator_init;
|
|
self->nextthink = level.time + 2*FRAMETIME;
|
|
gi.linkentity(self);
|
|
}
|
|
|
|
//
|
|
// TARGET_ANGER
|
|
//
|
|
// target Monster(s) to make angry
|
|
// killtarget Entity to get angry at
|
|
// pathtarget Entity to run to
|
|
// Spawnflags:
|
|
// HOLD (16) Stand in place
|
|
// BRUTAL (32) Gib killtarget
|
|
|
|
void use_target_anger(edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
edict_t *kill_me, *movetarget;
|
|
edict_t *t;
|
|
vec3_t vec;
|
|
float dist, best_dist;
|
|
edict_t *best_target;
|
|
|
|
if(self->pathtarget)
|
|
movetarget = G_PickTarget(self->pathtarget);
|
|
else
|
|
movetarget = NULL;
|
|
|
|
if (self->target)
|
|
{
|
|
t = NULL;
|
|
while ((t = G_Find (t, FOFS(targetname), self->target)))
|
|
{
|
|
if (t == self)
|
|
{
|
|
gi.dprintf ("WARNING: entity used itself.\n");
|
|
}
|
|
else
|
|
{
|
|
if (t->use)
|
|
{
|
|
if (t->health < 0)
|
|
return;
|
|
if(self->movedir[2] > 0)
|
|
{
|
|
t->velocity[0] = self->movedir[0] * self->speed;
|
|
t->velocity[1] = self->movedir[1] * self->speed;
|
|
if (t->groundentity)
|
|
{
|
|
t->groundentity = NULL;
|
|
t->velocity[2] = self->movedir[2];
|
|
if(t->monsterinfo.aiflags & AI_ACTOR)
|
|
gi.sound (self, CHAN_VOICE, t->actor_sound_index[0], 1, ATTN_NORM, 0);
|
|
}
|
|
}
|
|
if(self->killtarget)
|
|
{
|
|
kill_me = G_Find(NULL, FOFS(targetname), self->killtarget);
|
|
if(kill_me)
|
|
{
|
|
best_dist = 9000.;
|
|
best_target = NULL;
|
|
if(kill_me->health > 0)
|
|
{
|
|
VectorSubtract(kill_me->s.origin,t->s.origin,vec);
|
|
best_dist = VectorLength(vec);
|
|
best_target = kill_me;
|
|
}
|
|
while(kill_me)
|
|
{
|
|
kill_me = G_Find(kill_me, FOFS(targetname), self->killtarget);
|
|
if(!kill_me)
|
|
break;
|
|
if(!kill_me->inuse)
|
|
continue;
|
|
if(kill_me->health <= 0)
|
|
continue;
|
|
VectorSubtract(kill_me->s.origin,t->s.origin,vec);
|
|
dist = VectorLength(vec);
|
|
if(dist < best_dist)
|
|
{
|
|
best_dist = dist;
|
|
best_target = kill_me;
|
|
}
|
|
}
|
|
kill_me = best_target;
|
|
}
|
|
}
|
|
if(kill_me)
|
|
{
|
|
// Make whatever a "good guy" so the monster will try to kill it!
|
|
kill_me->monsterinfo.aiflags |= AI_GOOD_GUY;
|
|
t->enemy = t->goalentity = kill_me;
|
|
t->monsterinfo.aiflags |= AI_TARGET_ANGER;
|
|
if(movetarget)
|
|
t->movetarget = movetarget;
|
|
FoundTarget (t);
|
|
}
|
|
else
|
|
{
|
|
t->monsterinfo.pausetime = 0;
|
|
t->goalentity = t->movetarget = movetarget;
|
|
}
|
|
|
|
if ((self->spawnflags & 16) && !(t->flags & (FL_SWIM|FL_FLY)))
|
|
{
|
|
t->monsterinfo.pausetime = level.time + 100000000;
|
|
t->monsterinfo.aiflags |= AI_STAND_GROUND;
|
|
t->monsterinfo.stand (t);
|
|
}
|
|
if (self->spawnflags & 32)
|
|
t->monsterinfo.aiflags |= AI_BRUTAL;
|
|
}
|
|
}
|
|
if (!self->inuse)
|
|
{
|
|
gi.dprintf("entity was removed while using targets\n");
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
self->count--;
|
|
if(!self->count) {
|
|
self->think = G_FreeEdict;
|
|
self->nextthink = level.time + 1;
|
|
}
|
|
|
|
}
|
|
|
|
void SP_target_anger(edict_t *self)
|
|
{
|
|
if(deathmatch->value) {
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
if(!self->target) {
|
|
gi.dprintf("target_anger with no target set at %s\n",vtos(self->s.origin));
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
if(!self->killtarget && !self->pathtarget) {
|
|
gi.dprintf("target_anger with no killtarget or\npathtarget set at %s\n",vtos(self->s.origin));
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
// pathtarget is incompatible with HOLD SF
|
|
if(self->pathtarget && (self->spawnflags & 16))
|
|
{
|
|
gi.dprintf("target anger at %s,\npathtarget is incompatible with HOLD\n",
|
|
vtos(self->s.origin));
|
|
self->spawnflags &= ~16;
|
|
}
|
|
|
|
G_SetMovedir (self->s.angles, self->movedir);
|
|
self->movedir[2] = st.height;
|
|
self->use = use_target_anger;
|
|
}
|
|
|
|
// target_monsterbattle serves the same purpose as target_anger, but
|
|
// ends up turning a dmgteam group of monsters against another dmgteam
|
|
|
|
void use_target_monsterbattle(edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
edict_t *grouch, *grouchmate;
|
|
edict_t *target, *targetmate;
|
|
|
|
grouch = G_Find(NULL,FOFS(targetname),self->target);
|
|
if(!grouch) return;
|
|
if(!grouch->inuse) return;
|
|
target = G_Find(NULL,FOFS(targetname),self->killtarget);
|
|
if(!target) return;
|
|
if(!target->inuse) return;
|
|
if(grouch->dmgteam) {
|
|
grouchmate = G_Find(NULL,FOFS(dmgteam),grouch->dmgteam);
|
|
while(grouchmate) {
|
|
grouchmate->monsterinfo.aiflags |= AI_FREEFORALL;
|
|
grouchmate = G_Find(grouchmate,FOFS(dmgteam),grouch->dmgteam);
|
|
}
|
|
}
|
|
if(target->dmgteam) {
|
|
targetmate = G_Find(NULL,FOFS(dmgteam),target->dmgteam);
|
|
while(targetmate) {
|
|
targetmate->monsterinfo.aiflags |= AI_FREEFORALL;
|
|
targetmate = G_Find(targetmate,FOFS(dmgteam),target->dmgteam);
|
|
}
|
|
}
|
|
grouch->enemy = target;
|
|
grouch->monsterinfo.aiflags |= AI_TARGET_ANGER;
|
|
FoundTarget(grouch);
|
|
|
|
self->count--;
|
|
if(!self->count) {
|
|
self->think = G_FreeEdict;
|
|
self->nextthink = level.time + 1;
|
|
}
|
|
}
|
|
void SP_target_monsterbattle(edict_t *self)
|
|
{
|
|
if(deathmatch->value) {
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
if(!self->target) {
|
|
gi.dprintf("target_monsterbattle with no target set at %s\n",vtos(self->s.origin));
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
if(!self->killtarget) {
|
|
gi.dprintf("target_monsterbattle with no killtarget set at %s\n",vtos(self->s.origin));
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
self->use = use_target_monsterbattle;
|
|
}
|
|
|
|
/*====================================================================================
|
|
TARGET_ROCKS
|
|
======================================================================================*/
|
|
void directed_debris_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
|
{
|
|
G_FreeEdict (self);
|
|
}
|
|
//void FadeDieThink(edict_t *ent);
|
|
void gib_fade (edict_t *self);
|
|
void ThrowRock (edict_t *self, char *modelname, float speed, vec3_t origin, vec3_t size, int mass)
|
|
{
|
|
edict_t *chunk;
|
|
vec_t var = speed/5;
|
|
|
|
chunk = G_Spawn();
|
|
VectorCopy (origin, chunk->s.origin);
|
|
gi.setmodel (chunk, modelname);
|
|
VectorCopy(size,chunk->maxs);
|
|
VectorScale(chunk->maxs,0.5,chunk->maxs);
|
|
VectorNegate(chunk->maxs,chunk->mins);
|
|
chunk->velocity[0] = speed * self->movedir[0] + var * crandom();
|
|
chunk->velocity[1] = speed * self->movedir[1] + var * crandom();
|
|
chunk->velocity[2] = speed * self->movedir[2] + var * crandom();
|
|
chunk->movetype = MOVETYPE_DEBRIS;
|
|
chunk->attenuation = 0.5;
|
|
chunk->solid = SOLID_NOT;
|
|
chunk->avelocity[0] = random()*600;
|
|
chunk->avelocity[1] = random()*600;
|
|
chunk->avelocity[2] = random()*600;
|
|
chunk->think = gib_fade; // was FadeDieThink
|
|
chunk->nextthink = level.time + 15 + random()*5;
|
|
chunk->s.frame = 0;
|
|
chunk->flags = 0;
|
|
chunk->classname = "debris";
|
|
chunk->takedamage = DAMAGE_YES;
|
|
chunk->die = directed_debris_die;
|
|
chunk->mass = mass;
|
|
gi.linkentity (chunk);
|
|
}
|
|
|
|
void use_target_rocks (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
vec3_t chunkorigin;
|
|
vec3_t size, source;
|
|
vec_t mass;
|
|
int count;
|
|
char modelname[64];
|
|
|
|
VectorSet(source,8,8,8);
|
|
mass = self->mass;
|
|
// big chunks
|
|
if (mass >= 100)
|
|
{
|
|
sprintf(modelname,"models/objects/rock%d/tris.md2",self->style*2+1);
|
|
count = mass / 100;
|
|
if (count > 16)
|
|
count = 16;
|
|
VectorSet(size,8,8,8);
|
|
while(count--)
|
|
{
|
|
chunkorigin[0] = self->s.origin[0] + crandom() * source[0];
|
|
chunkorigin[1] = self->s.origin[1] + crandom() * source[1];
|
|
chunkorigin[2] = self->s.origin[2] + crandom() * source[2];
|
|
ThrowRock (self, modelname, self->speed, chunkorigin, size, 100);
|
|
}
|
|
}
|
|
// small chunks
|
|
count = mass / 25;
|
|
sprintf(modelname,"models/objects/rock%d/tris.md2",self->style*2+2);
|
|
if (count > 16)
|
|
count = 16;
|
|
VectorSet(size,4,4,4);
|
|
while(count--)
|
|
{
|
|
chunkorigin[0] = self->s.origin[0] + crandom() * source[0];
|
|
chunkorigin[1] = self->s.origin[1] + crandom() * source[1];
|
|
chunkorigin[2] = self->s.origin[2] + crandom() * source[2];
|
|
ThrowRock (self, modelname, self->speed, chunkorigin, size, 25);
|
|
}
|
|
if (self->dmg)
|
|
T_RadiusDamage (self, activator, self->dmg, NULL, self->dmg+40, MOD_SPLASH, -0.5);
|
|
|
|
self->count--;
|
|
if(!self->count) {
|
|
self->think = G_FreeEdict;
|
|
self->nextthink = level.time + 1;
|
|
}
|
|
|
|
}
|
|
|
|
void SP_target_rocks (edict_t *self)
|
|
{
|
|
gi.modelindex ("models/objects/rock1/tris.md2");
|
|
gi.modelindex ("models/objects/rock2/tris.md2");
|
|
if(!self->speed)
|
|
self->speed = 400;
|
|
if (!self->mass)
|
|
self->mass = 500;
|
|
self->use = use_target_rocks;
|
|
G_SetMovedir (self->s.angles, self->movedir);
|
|
self->svflags = SVF_NOCLIENT;
|
|
}
|
|
|
|
/*====================================================================================
|
|
TARGET_ROTATION
|
|
======================================================================================*/
|
|
|
|
void use_target_rotation (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
edict_t *target;
|
|
int i, pick;
|
|
char *p1, *p2;
|
|
char targetname[256];
|
|
|
|
if(self->spawnflags & 2) {
|
|
// random pick
|
|
pick = self->sounds * random();
|
|
if(pick == self->sounds) pick--;
|
|
} else {
|
|
pick = self->mass;
|
|
if(pick == self->sounds) {
|
|
if(self->spawnflags & 1) // no loop
|
|
return;
|
|
else
|
|
pick = 0;
|
|
}
|
|
self->mass = pick+1;
|
|
}
|
|
p1 = self->target;
|
|
p2 = targetname;
|
|
memset(targetname,0,sizeof(targetname));
|
|
// skip over pick commas
|
|
for(i=0; i<pick; i++) {
|
|
p1 = strstr(p1,",");
|
|
if(p1)
|
|
p1++;
|
|
else
|
|
return; // should never happen
|
|
}
|
|
while(*p1 != 0 && *p1 != ',') {
|
|
*p2 = *p1;
|
|
p1++;
|
|
p2++;
|
|
}
|
|
target = G_Find(NULL,FOFS(targetname),targetname);
|
|
while(target) {
|
|
if(target->inuse && target->use)
|
|
target->use(target,other,activator);
|
|
target = G_Find(target,FOFS(targetname),targetname);
|
|
}
|
|
self->count--;
|
|
if(!self->count) {
|
|
self->think = G_FreeEdict;
|
|
self->nextthink = level.time + 1;
|
|
}
|
|
}
|
|
|
|
void SP_target_rotation (edict_t *self)
|
|
{
|
|
char *p;
|
|
|
|
if(!self->target) {
|
|
gi.dprintf("target_rotation without a target at %s\n",vtos(self->s.origin));
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
if( (self->spawnflags & 3) == 3) {
|
|
gi.dprintf("target_rotation at %s: NO_LOOP and RANDOM are mutually exclusive.\n");
|
|
self->spawnflags = 2;
|
|
}
|
|
self->use = use_target_rotation;
|
|
self->svflags = SVF_NOCLIENT;
|
|
self->mass = 0; // index of currently selected target
|
|
self->sounds = 0; // number of comma-delimited targets in target string
|
|
p = self->target;
|
|
while( (p = strstr(p,",")) != NULL) {
|
|
self->sounds++;
|
|
p++;
|
|
}
|
|
self->sounds++;
|
|
}
|
|
|
|
/*====================================================================================
|
|
TARGET_EFFECT
|
|
======================================================================================*/
|
|
|
|
/* Unknowns or not supported
|
|
TE_FLAME, 32 Rogue flamethrower, never implemented
|
|
TE_FORCEWALL, 37 ??
|
|
*/
|
|
|
|
//=========================================================================
|
|
/* Spawns an effect at the entity origin
|
|
TE_FLASHLIGHT 36
|
|
*/
|
|
void target_effect_at (edict_t *self, edict_t *activator)
|
|
{
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (self->style);
|
|
gi.WritePosition (self->s.origin);
|
|
gi.WriteShort (self - g_edicts);
|
|
gi.multicast (self->s.origin, MULTICAST_PVS);
|
|
}
|
|
/* Poor man's target_steam
|
|
TE_STEAM 40
|
|
*/
|
|
void target_effect_steam (edict_t *self, edict_t *activator)
|
|
{
|
|
static int nextid;
|
|
int wait;
|
|
|
|
if(self->wait)
|
|
wait = self->wait*1000;
|
|
else
|
|
wait = 0;
|
|
|
|
if (nextid > 20000)
|
|
nextid = nextid %20000;
|
|
nextid++;
|
|
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (self->style);
|
|
gi.WriteShort (nextid);
|
|
gi.WriteByte (self->count);
|
|
gi.WritePosition (self->s.origin);
|
|
gi.WriteDir (self->movedir);
|
|
gi.WriteByte (self->sounds&0xff);
|
|
gi.WriteShort ( (int)(self->speed) );
|
|
gi.WriteLong ( (int)(wait) );
|
|
gi.multicast (self->s.origin, MULTICAST_PVS);
|
|
|
|
if(level.num_reflectors)
|
|
ReflectSteam (self->s.origin,self->movedir,self->count,self->sounds,(int)(self->speed),wait,nextid);
|
|
}
|
|
|
|
//=========================================================================
|
|
/*
|
|
Spawns (style) Splash with (count) particles of (sounds) color at (origin)
|
|
moving in (movedir) direction.
|
|
|
|
TE_SPLASH 10 Randomly shaded shower of particles
|
|
TE_LASER_SPARKS 15 Splash particles obey gravity
|
|
TE_WELDING_SPARKS 25 Splash particles with flash of light at {origin}
|
|
*/
|
|
//=========================================================================
|
|
void target_effect_splash (edict_t *self, edict_t *activator)
|
|
{
|
|
gi.WriteByte(svc_temp_entity);
|
|
gi.WriteByte(self->style);
|
|
gi.WriteByte(self->count);
|
|
gi.WritePosition(self->s.origin);
|
|
gi.WriteDir(self->movedir);
|
|
gi.WriteByte(self->sounds);
|
|
gi.multicast(self->s.origin, MULTICAST_PVS);
|
|
}
|
|
|
|
//======================================================
|
|
/*
|
|
Spawns a trail of (type) from (start) to (end) and Broadcasts to all
|
|
in Potentially Visible Set from vector (origin)
|
|
|
|
TE_RAILTRAIL 3 Spawns a blue spiral trail filled with white smoke
|
|
TE_BUBBLETRAIL 11 Spawns a trail of bubbles
|
|
TE_PARASITE_ATTACK 16
|
|
TE_MEDIC_CABLE_ATTACK 19
|
|
TE_BFG_LASER 23 Spawns a green laser
|
|
TE_GRAPPLE_CABLE 24
|
|
TE_RAILTRAIL2 31 NOT IMPLEMENTED IN ENGINE
|
|
TE_DEBUGTRAIL 34
|
|
TE_HEATBEAM, 38 Requires Rogue model
|
|
TE_MONSTER_HEATBEAM, 39 Requires Rogue model
|
|
TE_BUBBLETRAIL2 41
|
|
*/
|
|
//======================================================
|
|
void target_effect_trail (edict_t *self, edict_t *activator)
|
|
{
|
|
edict_t *target;
|
|
|
|
if(!self->target) return;
|
|
target = G_Find(NULL,FOFS(targetname),self->target);
|
|
if(!target) return;
|
|
|
|
gi.WriteByte(svc_temp_entity);
|
|
gi.WriteByte(self->style);
|
|
if((self->style == TE_PARASITE_ATTACK) || (self->style==TE_MEDIC_CABLE_ATTACK) ||
|
|
(self->style == TE_HEATBEAM) || (self->style==TE_MONSTER_HEATBEAM) ||
|
|
(self->style == TE_GRAPPLE_CABLE) )
|
|
gi.WriteShort(self-g_edicts);
|
|
gi.WritePosition(self->s.origin);
|
|
gi.WritePosition(target->s.origin);
|
|
if(self->style == TE_GRAPPLE_CABLE) {
|
|
gi.WritePosition(vec3_origin);
|
|
}
|
|
gi.multicast(self->s.origin, MULTICAST_PVS);
|
|
|
|
if(level.num_reflectors)
|
|
{
|
|
if((self->style == TE_RAILTRAIL) || (self->style == TE_BUBBLETRAIL) ||
|
|
(self->style == TE_BFG_LASER) || (self->style == TE_DEBUGTRAIL) ||
|
|
(self->style == TE_BUBBLETRAIL2))
|
|
ReflectTrail(self->style,self->s.origin,target->s.origin);
|
|
}
|
|
}
|
|
//===========================================================================
|
|
/* TE_LIGHTNING 33 Lightning bolt
|
|
|
|
Similar but slightly different syntax to trail stuff */
|
|
void target_effect_lightning(edict_t *self, edict_t *activator)
|
|
{
|
|
edict_t *target;
|
|
|
|
if(!self->target) return;
|
|
target = G_Find(NULL,FOFS(targetname),self->target);
|
|
if(!target) return;
|
|
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (self->style);
|
|
gi.WriteShort (target - g_edicts); // destination entity
|
|
gi.WriteShort (self - g_edicts); // source entity
|
|
gi.WritePosition (target->s.origin);
|
|
gi.WritePosition (self->s.origin);
|
|
gi.multicast (self->s.origin, MULTICAST_PVS);
|
|
}
|
|
//===========================================================================
|
|
/*
|
|
Spawns sparks of (type) from (start) in direction of (movdir) and
|
|
Broadcasts to all in Potentially Visible Set from vector (origin)
|
|
|
|
TE_GUNSHOT 0 Spawns a grey splash of particles, with a bullet puff
|
|
TE_BLOOD 1 Spawns a spurt of red blood
|
|
TE_BLASTER 2 Spawns a blaster sparks
|
|
TE_SHOTGUN 4 Spawns a small grey splash of spark particles, with a bullet puff
|
|
TE_SPARKS 9 Spawns a red/gold splash of spark particles
|
|
TE_SCREEN_SPARKS 12 Spawns a large green/white splash of sparks
|
|
TE_SHIELD_SPARKS 13 Spawns a large blue/violet splash of sparks
|
|
TE_BULLET_SPARKS 14 Same as TE_SPARKS, with a bullet puff and richochet sound
|
|
TE_GREENBLOOD 26 Spurt of green (actually kinda yellow) blood
|
|
TE_BLUEHYPERBLASTER 27 NOT IMPLEMENTED
|
|
TE_BLASTER2 30 Green/white sparks with a yellow/white flash
|
|
TE_MOREBLOOD 42
|
|
TE_HEATBEAM_SPARKS 43
|
|
TE_HEATBEAM_STEAM 44
|
|
TE_CHAINFIST_SMOKE 45
|
|
TE_ELECTRIC_SPARKS 46
|
|
TE_FLECHETTE 55
|
|
*/
|
|
//======================================================
|
|
void target_effect_sparks (edict_t *self, edict_t *activator)
|
|
{
|
|
gi.WriteByte(svc_temp_entity);
|
|
gi.WriteByte(self->style);
|
|
gi.WritePosition(self->s.origin);
|
|
if(self->style != TE_CHAINFIST_SMOKE)
|
|
gi.WriteDir(self->movedir);
|
|
gi.multicast(self->s.origin, MULTICAST_PVS);
|
|
|
|
if(level.num_reflectors)
|
|
ReflectSparks(self->style,self->s.origin,self->movedir);
|
|
}
|
|
|
|
//======================================================
|
|
/*
|
|
Spawns a (type) effect at (start} and Broadcasts to all in the
|
|
Potentially Hearable set from vector (origin)
|
|
|
|
TE_EXPLOSION1 5 airburst
|
|
TE_EXPLOSION2 6 ground burst
|
|
TE_ROCKET_EXPLOSION 7 rocket explosion
|
|
TE_GRENADE_EXPLOSION 8 grenade explosion
|
|
TE_ROCKET_EXPLOSION_WATER 17 underwater rocket explosion
|
|
TE_GRENADE_EXPLOSION_WATER 18 underwater grenade explosion
|
|
TE_BFG_EXPLOSION 20 BFG explosion sprite
|
|
TE_BFG_BIGEXPLOSION 21 BFG particle explosion
|
|
TE_BOSSTPORT 22
|
|
TE_PLASMA_EXPLOSION 28
|
|
TE_PLAIN_EXPLOSION 35
|
|
TE_TRACKER_EXPLOSION 47
|
|
TE_TELEPORT_EFFECT 48
|
|
TE_DBALL_GOAL 49 Identical to TE_TELEPORT_EFFECT?
|
|
TE_NUKEBLAST 51
|
|
TE_WIDOWSPLASH 52
|
|
TE_EXPLOSION1_BIG 53 Works, but requires Rogue models/objects/r_explode2
|
|
TE_EXPLOSION1_NP 54
|
|
*/
|
|
//==============================================================================
|
|
void target_effect_explosion (edict_t *self, edict_t *activator)
|
|
{
|
|
gi.WriteByte(svc_temp_entity);
|
|
gi.WriteByte(self->style);
|
|
gi.WritePosition(self->s.origin);
|
|
gi.multicast(self->s.origin, MULTICAST_PHS);
|
|
|
|
if (level.num_reflectors)
|
|
ReflectExplosion (self->style, self->s.origin);
|
|
|
|
}
|
|
//===============================================================================
|
|
/* TE_TUNNEL_SPARKS 29
|
|
Similar to other splash effects, but Xatrix does some funky things with
|
|
the origin so we'll do the same */
|
|
|
|
void target_effect_tunnel_sparks (edict_t *self, edict_t *activator)
|
|
{
|
|
vec3_t origin;
|
|
int i;
|
|
|
|
VectorCopy(self->s.origin,origin);
|
|
for (i=0; i<self->count; i++)
|
|
{
|
|
origin[2] += (self->speed * 0.01) * (i + random());
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (self->style);
|
|
gi.WriteByte (1);
|
|
gi.WritePosition (origin);
|
|
gi.WriteDir (vec3_origin);
|
|
gi.WriteByte (self->sounds + (rand()&7)); // color
|
|
gi.multicast (self->s.origin, MULTICAST_PVS);
|
|
}
|
|
}
|
|
//===============================================================================
|
|
/* TE_WIDOWBEAMOUT 50
|
|
*/
|
|
void target_effect_widowbeam(edict_t *self, edict_t *activator)
|
|
{
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_WIDOWBEAMOUT);
|
|
gi.WriteShort (20001);
|
|
gi.WritePosition (self->s.origin);
|
|
gi.multicast (self->s.origin, MULTICAST_PVS);
|
|
}
|
|
//===============================================================================
|
|
|
|
void target_effect_use(edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
if(self->spawnflags & 1) {
|
|
// currently looped on - turn it off
|
|
self->spawnflags &= ~1;
|
|
self->spawnflags |= 2;
|
|
self->nextthink = 0;
|
|
return;
|
|
}
|
|
if(self->spawnflags & 2) {
|
|
// currently looped off - turn it on
|
|
self->spawnflags &= ~2;
|
|
self->spawnflags |= 1;
|
|
self->nextthink = level.time + self->wait;
|
|
}
|
|
if(self->spawnflags & 4) {
|
|
// "if_moving" set. If movewith target isn't moving,
|
|
// don't play
|
|
edict_t *mover;
|
|
if(!self->movewith) return;
|
|
mover = G_Find(NULL,FOFS(targetname),self->movewith);
|
|
if(!mover) return;
|
|
if(!VectorLength(mover->velocity)) return;
|
|
}
|
|
self->play(self,activator);
|
|
}
|
|
void target_effect_think(edict_t *self)
|
|
{
|
|
self->play(self,NULL);
|
|
self->nextthink = level.time + self->wait;
|
|
}
|
|
//===============================================================================
|
|
void SP_target_effect (edict_t *self)
|
|
{
|
|
self->class_id = ENTITY_TARGET_EFFECT;
|
|
|
|
if(self->movewith)
|
|
self->movetype = MOVETYPE_PUSH;
|
|
else
|
|
self->movetype = MOVETYPE_NONE;
|
|
|
|
switch (self->style ) {
|
|
case TE_FLASHLIGHT:
|
|
self->play = target_effect_at;
|
|
break;
|
|
case TE_STEAM:
|
|
self->play = target_effect_steam;
|
|
G_SetMovedir (self->s.angles, self->movedir);
|
|
if(!self->count)
|
|
self->count = 32;
|
|
if(!self->sounds)
|
|
self->sounds = 8;
|
|
if(!self->speed)
|
|
self->speed = 75;
|
|
break;
|
|
case TE_SPLASH:
|
|
case TE_LASER_SPARKS:
|
|
case TE_WELDING_SPARKS:
|
|
self->play = target_effect_splash;
|
|
G_SetMovedir (self->s.angles, self->movedir);
|
|
if(!self->count)
|
|
self->count = 32;
|
|
break;
|
|
case TE_MONSTER_HEATBEAM:
|
|
case TE_HEATBEAM:
|
|
self->play = target_effect_explosion;
|
|
break;
|
|
case TE_RAILTRAIL:
|
|
case TE_BUBBLETRAIL:
|
|
case TE_PARASITE_ATTACK:
|
|
case TE_MEDIC_CABLE_ATTACK:
|
|
case TE_BFG_LASER:
|
|
case TE_GRAPPLE_CABLE:
|
|
case TE_DEBUGTRAIL:
|
|
case TE_BUBBLETRAIL2:
|
|
if(!self->target) {
|
|
gi.dprintf("%s at %s with style=%d needs a target\n",self->classname,vtos(self->s.origin),self->style);
|
|
G_FreeEdict(self);
|
|
} else
|
|
self->play = target_effect_trail;
|
|
break;
|
|
case TE_LIGHTNING:
|
|
if(!self->target) {
|
|
gi.dprintf("%s at %s with style=%d needs a target\n",self->classname,vtos(self->s.origin),self->style);
|
|
G_FreeEdict(self);
|
|
} else
|
|
self->play = target_effect_lightning;
|
|
break;
|
|
case TE_GUNSHOT:
|
|
case TE_BLOOD:
|
|
case TE_BLASTER:
|
|
case TE_SHOTGUN:
|
|
case TE_SPARKS:
|
|
case TE_SCREEN_SPARKS:
|
|
case TE_SHIELD_SPARKS:
|
|
case TE_BULLET_SPARKS:
|
|
case TE_GREENBLOOD:
|
|
case TE_BLASTER2:
|
|
case TE_MOREBLOOD:
|
|
case TE_HEATBEAM_SPARKS:
|
|
case TE_HEATBEAM_STEAM:
|
|
case TE_CHAINFIST_SMOKE:
|
|
case TE_ELECTRIC_SPARKS:
|
|
case TE_LOBBYGLASS:
|
|
case TE_SHRED:
|
|
case TE_FLECHETTE:
|
|
self->play = target_effect_sparks;
|
|
G_SetMovedir (self->s.angles, self->movedir);
|
|
break;
|
|
case TE_EXPLOSION1:
|
|
case TE_EXPLOSION2:
|
|
case TE_ROCKET_EXPLOSION:
|
|
case TE_GRENADE_EXPLOSION:
|
|
case TE_ROCKET_EXPLOSION_WATER:
|
|
case TE_GRENADE_EXPLOSION_WATER:
|
|
case TE_BFG_EXPLOSION:
|
|
case TE_BFG_BIGEXPLOSION:
|
|
case TE_BOSSTPORT:
|
|
case TE_PLASMA_EXPLOSION:
|
|
case TE_PLAIN_EXPLOSION:
|
|
case TE_TRACKER_EXPLOSION:
|
|
case TE_TELEPORT_EFFECT:
|
|
case TE_DBALL_GOAL:
|
|
case TE_NUKEBLAST:
|
|
case TE_WIDOWSPLASH:
|
|
case TE_EXPLOSION1_BIG:
|
|
case TE_EXPLOSION1_NP:
|
|
self->play = target_effect_explosion;
|
|
break;
|
|
case TE_TUNNEL_SPARKS:
|
|
if(!self->count)
|
|
self->count = 32;
|
|
if(!self->sounds)
|
|
self->sounds = 116; // Light blue, same color used by Xatrix
|
|
self->play = target_effect_tunnel_sparks;
|
|
break;
|
|
case TE_WIDOWBEAMOUT:
|
|
self->play = target_effect_widowbeam;
|
|
G_SetMovedir (self->s.angles, self->movedir);
|
|
break;
|
|
default:
|
|
gi.dprintf("%s at %s: bad style %d\n",self->classname,vtos(self->s.origin),self->style);
|
|
}
|
|
self->use = target_effect_use;
|
|
self->think = target_effect_think;
|
|
if(self->spawnflags & 1)
|
|
self->nextthink = level.time + 1;
|
|
|
|
}
|
|
|
|
/*=====================================================================================
|
|
TARGET_ATTRACTOR - pulls target entity towards its origin
|
|
target - Targetname of entity to attract. Ignored if PLAYER spawnflag is set
|
|
pathtarget - Entity or entities to "use" when distance criteria is met.
|
|
speed - Minimum speed to pull target with. Must use a value > sv_gravity/10
|
|
to overcome gravity when pulling up.
|
|
distance - When target is within "distance" units of target_attractor, attraction
|
|
is shut off. Use a value < 0 to hold target in place. 0 will be reset
|
|
to 1.
|
|
sounds - effect to use. ONLY VALID for PLAYER or MONSTER, not target. If sounds
|
|
is non-zero, SINGLE_TARGET and SIGHT are automatically set
|
|
0 = none
|
|
1 = medic cable
|
|
2 = green laser
|
|
|
|
Spawnflags: 1 - START_ON
|
|
2 - PLAYER (attract player, ignore "target"
|
|
4 - NO_GRAVITY - turns off gravity for target. W/O this flag you'll
|
|
get an annoying jitter when pulling players up.
|
|
8 - MONSTER - attract ALL monsters, ignore "target"
|
|
16 - SIGHT - must have LOS to target to attract it
|
|
32 - SINGLE_TARGET - will select best target
|
|
64 - PATHTARGET_FIRE - used internally only
|
|
=======================================================================================*/
|
|
#define ATTRACTOR_ON 1
|
|
#define ATTRACTOR_PLAYER 2
|
|
#define ATTRACTOR_NO_GRAVITY 4
|
|
#define ATTRACTOR_MONSTER 8
|
|
#define ATTRACTOR_SIGHT 16
|
|
#define ATTRACTOR_SINGLE 32
|
|
#define ATTRACTOR_PATHTARGET 64
|
|
|
|
void target_attractor_think_single(edict_t *self)
|
|
{
|
|
edict_t *ent, *target, *previous_target;
|
|
trace_t tr;
|
|
vec3_t dir, targ_org;
|
|
vec_t dist, speed;
|
|
vec_t best_dist;
|
|
vec3_t forward, right;
|
|
int i;
|
|
int num_targets = 0;
|
|
|
|
if(!self->spawnflags & ATTRACTOR_ON) return;
|
|
|
|
previous_target = self->target_ent;
|
|
target = NULL;
|
|
best_dist = 8192;
|
|
|
|
if(self->spawnflags & ATTRACTOR_PLAYER) {
|
|
for(i=1, ent=&g_edicts[i]; i<=game.maxclients; i++, ent++) {
|
|
if(!ent->inuse) continue;
|
|
if(ent->health <= 0) continue;
|
|
num_targets++;
|
|
VectorSubtract(self->s.origin,ent->s.origin,dir);
|
|
dist = VectorLength(dir);
|
|
if(dist > self->moveinfo.distance) continue;
|
|
if(self->spawnflags & ATTRACTOR_SIGHT) {
|
|
tr = gi.trace(self->s.origin,vec3_origin,vec3_origin,ent->s.origin,NULL,MASK_OPAQUE | MASK_SHOT);
|
|
if(tr.ent != ent) continue;
|
|
}
|
|
if(dist < best_dist) {
|
|
best_dist = dist;
|
|
target = ent;
|
|
}
|
|
}
|
|
}
|
|
if(self->spawnflags & ATTRACTOR_MONSTER) {
|
|
for(i=1, ent=&g_edicts[i]; i<=globals.num_edicts; i++, ent++) {
|
|
if(!ent->inuse) continue;
|
|
if(ent->health <= 0) continue;
|
|
if(!(ent->svflags & SVF_MONSTER)) continue;
|
|
num_targets++;
|
|
VectorSubtract(self->s.origin,ent->s.origin,dir);
|
|
dist = VectorLength(dir);
|
|
if(dist > self->moveinfo.distance) continue;
|
|
if(self->spawnflags & ATTRACTOR_SIGHT) {
|
|
tr = gi.trace(self->s.origin,vec3_origin,vec3_origin,ent->s.origin,NULL,MASK_OPAQUE | MASK_SHOT);
|
|
if(tr.ent != ent) continue;
|
|
}
|
|
if(dist < best_dist) {
|
|
best_dist = dist;
|
|
target = ent;
|
|
}
|
|
}
|
|
}
|
|
if(!(self->spawnflags & (ATTRACTOR_PLAYER | ATTRACTOR_MONSTER))) {
|
|
ent = G_Find(NULL,FOFS(targetname),self->target);
|
|
while(ent) {
|
|
if(!ent->inuse) continue;
|
|
num_targets++;
|
|
VectorAdd(ent->s.origin,ent->origin_offset,targ_org);
|
|
VectorSubtract(self->s.origin,targ_org,dir);
|
|
dist = VectorLength(dir);
|
|
if(dist > self->moveinfo.distance) continue;
|
|
if(self->spawnflags & ATTRACTOR_SIGHT) {
|
|
tr = gi.trace(self->s.origin,vec3_origin,vec3_origin,targ_org,NULL,MASK_OPAQUE | MASK_SHOT);
|
|
if(tr.ent != ent) continue;
|
|
}
|
|
if(dist < best_dist) {
|
|
best_dist = dist;
|
|
target = ent;
|
|
}
|
|
ent = G_Find(ent,FOFS(targetname),self->target);
|
|
}
|
|
}
|
|
self->target_ent = target;
|
|
if(!target) {
|
|
if(num_targets > 0) self->nextthink = level.time + FRAMETIME;
|
|
return;
|
|
}
|
|
|
|
if(target != previous_target)
|
|
self->moveinfo.speed = 0;
|
|
|
|
if(self->moveinfo.speed != self->speed) {
|
|
if(self->speed > 0)
|
|
self->moveinfo.speed = min(self->speed, self->moveinfo.speed + self->accel);
|
|
else
|
|
self->moveinfo.speed = max(self->speed, self->moveinfo.speed + self->accel);
|
|
}
|
|
|
|
VectorAdd(target->s.origin,target->origin_offset,targ_org);
|
|
VectorSubtract(self->s.origin,targ_org,dir);
|
|
dist = VectorLength(dir);
|
|
if(readout->value) gi.dprintf("distance=%g, pull speed=%g\n",dist,self->moveinfo.speed);
|
|
|
|
if((self->pathtarget) && (self->spawnflags & ATTRACTOR_PATHTARGET))
|
|
{
|
|
if(dist == 0) {
|
|
// fire pathtarget when close
|
|
ent = G_Find(NULL,FOFS(targetname),self->pathtarget);
|
|
while(ent) {
|
|
if(ent->use)
|
|
ent->use(ent,self,self);
|
|
ent = G_Find(ent,FOFS(targetname),self->pathtarget);
|
|
}
|
|
self->spawnflags &= ~ATTRACTOR_PATHTARGET;
|
|
}
|
|
}
|
|
VectorNormalize(dir);
|
|
speed = VectorNormalize(target->velocity);
|
|
speed = max(fabs(self->moveinfo.speed),speed);
|
|
if(self->moveinfo.speed < 0) speed = -speed;
|
|
if(speed > dist*10) {
|
|
speed = dist*10;
|
|
VectorScale(dir,speed,target->velocity);
|
|
// if NO_GRAVITY is NOT set, and target would normally be affected by gravity,
|
|
// counteract gravity during the last move
|
|
if( !(self->spawnflags & ATTRACTOR_NO_GRAVITY) ) {
|
|
if( (target->movetype == MOVETYPE_BOUNCE ) ||
|
|
(target->movetype == MOVETYPE_PUSHABLE) ||
|
|
(target->movetype == MOVETYPE_STEP ) ||
|
|
(target->movetype == MOVETYPE_TOSS ) ||
|
|
(target->movetype == MOVETYPE_DEBRIS ) ) {
|
|
target->velocity[2] += target->gravity * sv_gravity->value * FRAMETIME;
|
|
}
|
|
}
|
|
} else
|
|
VectorScale(dir,speed,target->velocity);
|
|
// Add attractor velocity in case it's a movewith deal
|
|
VectorAdd(target->velocity,self->velocity,target->velocity);
|
|
if(target->client) {
|
|
float scale;
|
|
if(target->groundentity || target->waterlevel > 1) {
|
|
if(target->groundentity)
|
|
scale = 0.75;
|
|
else
|
|
scale = 0.375;
|
|
// Players - add movement stuff so he MAY be able to escape
|
|
AngleVectors (target->client->v_angle, forward, right, NULL);
|
|
for (i=0 ; i<3 ; i++)
|
|
target->velocity[i] += scale * forward[i] * target->client->ucmd.forwardmove +
|
|
scale * right[i] * target->client->ucmd.sidemove;
|
|
target->velocity[2] += scale * target->client->ucmd.upmove;
|
|
}
|
|
}
|
|
// If target is on the ground and attractor is overhead, give 'em a little nudge.
|
|
// This is only really necessary for players
|
|
if(target->groundentity && (self->s.origin[2] > target->absmax[2])) {
|
|
target->s.origin[2] += 1;
|
|
target->groundentity = NULL;
|
|
}
|
|
|
|
if(self->sounds) {
|
|
vec3_t new_origin;
|
|
|
|
if(target->client)
|
|
VectorCopy(target->s.origin,new_origin);
|
|
else
|
|
VectorMA(targ_org,FRAMETIME,target->velocity,new_origin);
|
|
|
|
switch(self->sounds) {
|
|
case 1:
|
|
gi.WriteByte(svc_temp_entity);
|
|
gi.WriteByte(TE_MEDIC_CABLE_ATTACK);
|
|
gi.WriteShort(self-g_edicts);
|
|
gi.WritePosition(self->s.origin);
|
|
gi.WritePosition(new_origin);
|
|
gi.multicast(self->s.origin, MULTICAST_PVS);
|
|
break;
|
|
case 2:
|
|
gi.WriteByte(svc_temp_entity);
|
|
gi.WriteByte(TE_BFG_LASER);
|
|
gi.WritePosition(self->s.origin);
|
|
gi.WritePosition(new_origin);
|
|
gi.multicast(self->s.origin, MULTICAST_PVS);
|
|
}
|
|
}
|
|
|
|
|
|
if(self->spawnflags & ATTRACTOR_NO_GRAVITY)
|
|
target->gravity_debounce_time = level.time + 2*FRAMETIME;
|
|
gi.linkentity(target);
|
|
|
|
if(!num_targets) {
|
|
// shut 'er down
|
|
self->spawnflags &= ~ATTRACTOR_ON;
|
|
} else {
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
}
|
|
|
|
void target_attractor_think(edict_t *self)
|
|
{
|
|
edict_t *ent, *target;
|
|
trace_t tr;
|
|
vec3_t dir, targ_org;
|
|
vec_t dist, speed;
|
|
vec3_t forward, right;
|
|
int i;
|
|
int ent_start;
|
|
int num_targets = 0;
|
|
|
|
if(!self->spawnflags & ATTRACTOR_ON) return;
|
|
|
|
if(self->moveinfo.speed != self->speed) {
|
|
if(self->speed > 0)
|
|
self->moveinfo.speed = min(self->speed, self->moveinfo.speed + self->accel);
|
|
else
|
|
self->moveinfo.speed = max(self->speed, self->moveinfo.speed + self->accel);
|
|
}
|
|
|
|
target = NULL;
|
|
ent_start = 1;
|
|
while(true)
|
|
{
|
|
if(self->spawnflags & (ATTRACTOR_PLAYER || ATTRACTOR_MONSTER))
|
|
{
|
|
target = NULL;
|
|
for(i=ent_start, ent=&g_edicts[ent_start];i<globals.num_edicts && !target; i++, ent++)
|
|
{
|
|
if((self->spawnflags & ATTRACTOR_PLAYER) && ent->client && ent->inuse)
|
|
{
|
|
target = ent;
|
|
ent_start = i+1;
|
|
continue;
|
|
}
|
|
if((self->spawnflags & ATTRACTOR_MONSTER) && (ent->svflags & SVF_MONSTER) && (ent->inuse))
|
|
{
|
|
target = ent;
|
|
ent_start = i+1;
|
|
}
|
|
}
|
|
} else
|
|
target = G_Find(target,FOFS(targetname),self->target);
|
|
if(!target) break;
|
|
if(!target->inuse) continue;
|
|
if( ((target->client) || (target->svflags & SVF_MONSTER)) && (target->health <= 0)) continue;
|
|
num_targets++;
|
|
|
|
VectorAdd(target->s.origin,target->origin_offset,targ_org);
|
|
VectorSubtract(self->s.origin,targ_org,dir);
|
|
dist = VectorLength(dir);
|
|
|
|
if(self->spawnflags & ATTRACTOR_SIGHT) {
|
|
tr = gi.trace(self->s.origin,vec3_origin,vec3_origin,target->s.origin,NULL,MASK_OPAQUE | MASK_SHOT);
|
|
if(tr.ent != target) continue;
|
|
}
|
|
|
|
if(readout->value) gi.dprintf("distance=%g, pull speed=%g\n",dist,self->moveinfo.speed);
|
|
if(dist > self->moveinfo.distance)
|
|
continue;
|
|
|
|
if((self->pathtarget) && (self->spawnflags & ATTRACTOR_PATHTARGET))
|
|
{
|
|
if(dist == 0) {
|
|
// fire pathtarget when close
|
|
ent = G_Find(NULL,FOFS(targetname),self->pathtarget);
|
|
while(ent) {
|
|
if(ent->use)
|
|
ent->use(ent,self,self);
|
|
ent = G_Find(ent,FOFS(targetname),self->pathtarget);
|
|
}
|
|
self->spawnflags &= ~ATTRACTOR_PATHTARGET;
|
|
}
|
|
}
|
|
VectorNormalize(dir);
|
|
speed = VectorNormalize(target->velocity);
|
|
speed = max(fabs(self->moveinfo.speed),speed);
|
|
if(self->moveinfo.speed < 0) speed = -speed;
|
|
if(speed > dist*10) {
|
|
speed = dist*10;
|
|
VectorScale(dir,speed,target->velocity);
|
|
// if NO_GRAVITY is NOT set, and target would normally be affected by gravity,
|
|
// counteract gravity during the last move
|
|
if( !(self->spawnflags & ATTRACTOR_NO_GRAVITY) ) {
|
|
if( (target->movetype == MOVETYPE_BOUNCE ) ||
|
|
(target->movetype == MOVETYPE_PUSHABLE) ||
|
|
(target->movetype == MOVETYPE_STEP ) ||
|
|
(target->movetype == MOVETYPE_TOSS ) ||
|
|
(target->movetype == MOVETYPE_DEBRIS ) ) {
|
|
target->velocity[2] += target->gravity * sv_gravity->value * FRAMETIME;
|
|
}
|
|
}
|
|
} else
|
|
VectorScale(dir,speed,target->velocity);
|
|
// Add attractor velocity in case it's a movewith deal
|
|
VectorAdd(target->velocity,self->velocity,target->velocity);
|
|
if(target->client) {
|
|
float scale;
|
|
if(target->groundentity || target->waterlevel > 1) {
|
|
if(target->groundentity)
|
|
scale = 0.75;
|
|
else
|
|
scale = 0.375;
|
|
// Players - add movement stuff so he MAY be able to escape
|
|
AngleVectors (target->client->v_angle, forward, right, NULL);
|
|
for (i=0 ; i<3 ; i++)
|
|
target->velocity[i] += scale * forward[i] * target->client->ucmd.forwardmove +
|
|
scale * right[i] * target->client->ucmd.sidemove;
|
|
target->velocity[2] += scale * target->client->ucmd.upmove;
|
|
}
|
|
}
|
|
// If target is on the ground and attractor is overhead, give 'em a little nudge.
|
|
// This is only really necessary for players
|
|
if(target->groundentity && (self->s.origin[2] > target->absmax[2])) {
|
|
target->s.origin[2] += 1;
|
|
target->groundentity = NULL;
|
|
}
|
|
if(self->spawnflags & ATTRACTOR_NO_GRAVITY)
|
|
target->gravity_debounce_time = level.time + 2*FRAMETIME;
|
|
gi.linkentity(target);
|
|
}
|
|
if(!num_targets) {
|
|
// shut 'er down
|
|
self->spawnflags &= ~ATTRACTOR_ON;
|
|
} else {
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
}
|
|
|
|
void use_target_attractor(edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
if(self->spawnflags & ATTRACTOR_ON) {
|
|
self->count--;
|
|
if(!self->count) {
|
|
self->think = G_FreeEdict;
|
|
self->nextthink = level.time + 1;
|
|
}
|
|
else
|
|
{
|
|
self->spawnflags &= ~ATTRACTOR_ON;
|
|
self->s.sound = 0;
|
|
self->target_ent = NULL;
|
|
self->nextthink = 0;
|
|
}
|
|
} else {
|
|
self->spawnflags |= (ATTRACTOR_ON + ATTRACTOR_PATHTARGET);
|
|
self->s.sound = self->noise_index;
|
|
if(self->spawnflags & ATTRACTOR_SINGLE)
|
|
self->think = target_attractor_think_single;
|
|
else
|
|
self->think = target_attractor_think;
|
|
self->moveinfo.speed = 0;
|
|
gi.linkentity(self);
|
|
self->think(self);
|
|
}
|
|
}
|
|
|
|
void SP_target_attractor(edict_t *self)
|
|
{
|
|
if(!self->target && !(self->spawnflags & ATTRACTOR_PLAYER) &&
|
|
!(self->spawnflags & ATTRACTOR_MONSTER)) {
|
|
gi.dprintf("target_attractor without a target at %s\n",vtos(self->s.origin));
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
self->class_id = ENTITY_TARGET_ATTRACTOR;
|
|
|
|
if(self->sounds) {
|
|
// if((self->spawnflags & ATTRACTOR_PLAYER) || (self->spawnflags & ATTRACTOR_MONSTER)) {
|
|
self->spawnflags |= (ATTRACTOR_SIGHT | ATTRACTOR_SINGLE);
|
|
// } else {
|
|
// gi.dprintf("Target_attractor sounds key is only valid\n"
|
|
// "for PLAYER or MONSTER. Setting sounds=0\n");
|
|
// }
|
|
}
|
|
if(st.distance)
|
|
self->moveinfo.distance = st.distance;
|
|
else
|
|
self->moveinfo.distance = 8192;
|
|
|
|
self->solid = SOLID_NOT;
|
|
if(self->movewith)
|
|
self->movetype = MOVETYPE_PUSH;
|
|
else
|
|
self->movetype = MOVETYPE_NONE;
|
|
self->use = use_target_attractor;
|
|
|
|
if(st.noise)
|
|
self->noise_index = gi.soundindex(st.noise);
|
|
else
|
|
self->noise_index = 0;
|
|
|
|
if(!self->speed)
|
|
self->speed = 100;
|
|
|
|
if(!self->accel)
|
|
self->accel = self->speed;
|
|
else {
|
|
self->accel *= 0.1;
|
|
if(self->accel > self->speed)
|
|
self->accel = self->speed;
|
|
}
|
|
|
|
if(self->spawnflags & ATTRACTOR_ON) {
|
|
if(self->spawnflags & ATTRACTOR_SINGLE)
|
|
self->think = target_attractor_think_single;
|
|
else
|
|
self->think = target_attractor_think;
|
|
if(self->sounds)
|
|
self->nextthink = level.time + 2*FRAMETIME;
|
|
else
|
|
self->think(self);
|
|
}
|
|
}
|
|
|
|
/*===================================================================
|
|
TARGET_CD
|
|
Play the CD track specified by the "sounds" value, looping the
|
|
track "dmg" times. This does NOT override player's option to
|
|
disable CD music, and of course does nothing if a music CD is not
|
|
in place. If "dmg" is not specified, track is looped cd_loopcount
|
|
(default=4) times.
|
|
===================================================================*/
|
|
void use_target_CD (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
|
|
|
|
|
|
|
|
if (self->musictrack && strlen(self->musictrack))
|
|
{
|
|
gi.configstring (CS_CDTRACK, self->musictrack);
|
|
}
|
|
else
|
|
{
|
|
|
|
gi.configstring (CS_CDTRACK, va("%d",self->sounds));
|
|
}
|
|
|
|
|
|
if((self->dmg > 0) && (!deathmatch->value) && (!coop->value))
|
|
stuffcmd(&g_edicts[1],va("cd_loopcount %d\n",self->dmg));
|
|
|
|
self->count--;
|
|
if(!self->count)
|
|
{
|
|
self->think = G_FreeEdict;
|
|
self->nextthink = level.time + 1;
|
|
}
|
|
}
|
|
|
|
void SP_target_CD (edict_t *self)
|
|
{
|
|
|
|
|
|
|
|
self->use = use_target_CD;
|
|
if(!self->dmg)
|
|
self->dmg = lazarus_cd_loop->value;
|
|
gi.linkentity(self);
|
|
}
|
|
|
|
/*===================================================================
|
|
TARGET_MONITOR
|
|
Move the player's viewpoint to the target_monitor origin,
|
|
gives the target_monitor angles to the player, and freezes him
|
|
for "wait" seconds (default=3). If wait < 0, target_monitor
|
|
must be targeted a second time to free the player.
|
|
===================================================================*/
|
|
#define SF_MONITOR_CHASECAM 1
|
|
#define SF_MONITOR_EYEBALL 2 // Same as CHASECAM, but viewpoint is at the target
|
|
// entity's viewheight, and target entity is made
|
|
// invisible while in use
|
|
|
|
void target_monitor_off (edict_t *self)
|
|
{
|
|
int i;
|
|
edict_t *faker;
|
|
edict_t *player;
|
|
|
|
player = self->child;
|
|
if(!player) return;
|
|
|
|
if(self->spawnflags & SF_MONITOR_EYEBALL)
|
|
{
|
|
if(self->target_ent)
|
|
self->target_ent->svflags &= ~SVF_NOCLIENT;
|
|
}
|
|
faker = player->client->camplayer;
|
|
VectorCopy(faker->s.origin,player->s.origin);
|
|
free(faker->client);
|
|
G_FreeEdict (faker);
|
|
player->client->ps.pmove.origin[0] = player->s.origin[0]*8;
|
|
player->client->ps.pmove.origin[1] = player->s.origin[1]*8;
|
|
player->client->ps.pmove.origin[2] = player->s.origin[2]*8;
|
|
for (i=0 ; i<3 ; i++)
|
|
player->client->ps.pmove.delta_angles[i] =
|
|
ANGLE2SHORT(player->client->org_viewangles[i] - player->client->resp.cmd_angles[i]);
|
|
VectorCopy(player->client->org_viewangles, player->client->resp.cmd_angles);
|
|
VectorCopy(player->client->org_viewangles, player->s.angles);
|
|
VectorCopy(player->client->org_viewangles, player->client->ps.viewangles);
|
|
VectorCopy(player->client->org_viewangles, player->client->v_angle);
|
|
|
|
player->client->ps.gunindex = gi.modelindex(player->client->pers.weapon->view_model);
|
|
player->client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION;
|
|
player->client->ps.pmove.pm_type = PM_NORMAL;
|
|
player->svflags &= ~SVF_NOCLIENT;
|
|
player->clipmask = MASK_PLAYERSOLID;
|
|
player->solid = SOLID_BBOX;
|
|
player->viewheight = 22;
|
|
player->client->camplayer = NULL;
|
|
player->target_ent = NULL;
|
|
gi.unlinkentity(player);
|
|
KillBox(player);
|
|
gi.linkentity(player);
|
|
|
|
if(self->noise_index)
|
|
gi.sound (player, CHAN_VOICE, self->noise_index, 1, ATTN_NORM, 0);
|
|
|
|
// if we were previously in third person view, restore it
|
|
if(tpp->value)
|
|
Cmd_Chasecam_Toggle (player);
|
|
|
|
self->child = NULL;
|
|
gi.linkentity(self);
|
|
|
|
self->count--;
|
|
if(!self->count) {
|
|
self->use = NULL;
|
|
self->think = G_FreeEdict;
|
|
self->nextthink = level.time + 1;
|
|
}
|
|
}
|
|
|
|
void target_monitor_move (edict_t *self)
|
|
{
|
|
// "chase cam"
|
|
trace_t trace;
|
|
vec3_t forward, o, goal;
|
|
|
|
if(!self->target_ent || !self->target_ent->inuse)
|
|
{
|
|
if(self->wait)
|
|
{
|
|
self->think = target_monitor_off;
|
|
self->nextthink = self->monsterinfo.attack_finished;
|
|
}
|
|
return;
|
|
}
|
|
|
|
if( (self->monsterinfo.attack_finished > 0) &&
|
|
(level.time > self->monsterinfo.attack_finished))
|
|
{
|
|
target_monitor_off(self);
|
|
return;
|
|
}
|
|
|
|
AngleVectors(self->target_ent->s.angles,forward,NULL,NULL);
|
|
VectorMA(self->target_ent->s.origin, -self->moveinfo.distance, forward, o);
|
|
|
|
o[2] += self->viewheight;
|
|
|
|
VectorSubtract(o,self->s.origin,o);
|
|
VectorMA(self->s.origin,0.2,o,o);
|
|
|
|
trace = gi.trace(self->target_ent->s.origin, NULL, NULL, o, self, MASK_SOLID);
|
|
VectorCopy(trace.endpos, goal);
|
|
VectorMA(goal, 2, forward, goal);
|
|
|
|
// pad for floors and ceilings
|
|
VectorCopy(goal, o);
|
|
o[2] += 6;
|
|
trace = gi.trace(goal, NULL, NULL, o, self, MASK_SOLID);
|
|
if (trace.fraction < 1) {
|
|
VectorCopy(trace.endpos, goal);
|
|
goal[2] -= 6;
|
|
}
|
|
|
|
VectorCopy(goal, o);
|
|
o[2] -= 6;
|
|
trace = gi.trace(goal, NULL, NULL, o, self, MASK_SOLID);
|
|
if (trace.fraction < 1) {
|
|
VectorCopy(trace.endpos, goal);
|
|
goal[2] += 6;
|
|
}
|
|
|
|
VectorCopy(goal, self->s.origin);
|
|
self->nextthink = level.time + FRAMETIME;
|
|
gi.linkentity(self);
|
|
}
|
|
void use_target_monitor (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
int i;
|
|
edict_t *faker;
|
|
edict_t *monster;
|
|
gclient_t *cl;
|
|
|
|
if(!activator->client)
|
|
return;
|
|
|
|
if(self->child)
|
|
{
|
|
if(self->wait < 0)
|
|
target_monitor_off(self);
|
|
return;
|
|
}
|
|
|
|
if(self->target)
|
|
self->target_ent = G_Find(NULL,FOFS(targetname),self->target);
|
|
|
|
// if this is a CHASE_CAM target_monitor and the target no longer
|
|
// exists, remove this target_monitor and exit
|
|
if(self->spawnflags & SF_MONITOR_CHASECAM)
|
|
{
|
|
if(!self->target_ent || !self->target_ent->inuse)
|
|
{
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
}
|
|
// save current viewangles
|
|
VectorCopy(activator->client->v_angle,activator->client->org_viewangles);
|
|
|
|
// create a fake player to stand in real player's position
|
|
faker = activator->client->camplayer = G_Spawn();
|
|
faker->s.frame = activator->s.frame;
|
|
VectorCopy (activator->s.origin, faker->s.origin);
|
|
VectorCopy (activator->velocity, faker->velocity);
|
|
VectorCopy (activator->s.angles, faker->s.angles);
|
|
faker->s = activator->s;
|
|
faker->takedamage = DAMAGE_NO; // so monsters won't attack
|
|
faker->flags |= FL_NOTARGET; // ... just to make sure
|
|
// faker->movetype = MOVETYPE_WALK;
|
|
faker->movetype = MOVETYPE_TOSS;
|
|
faker->groundentity = activator->groundentity;
|
|
faker->viewheight = activator->viewheight;
|
|
faker->inuse = true;
|
|
faker->classname = "camplayer";
|
|
faker->mass = activator->mass;
|
|
faker->solid = SOLID_BBOX;
|
|
faker->deadflag = DEAD_NO;
|
|
faker->clipmask = MASK_PLAYERSOLID;
|
|
faker->health = 100000; // invulnerable
|
|
faker->light_level = activator->light_level;
|
|
faker->think = faker_animate;
|
|
faker->nextthink = level.time + FRAMETIME;
|
|
VectorCopy(activator->mins,faker->mins);
|
|
VectorCopy(activator->maxs,faker->maxs);
|
|
// create a client so you can pick up items/be shot/etc while in camera
|
|
cl = (gclient_t *) malloc(sizeof(gclient_t));
|
|
faker->client = cl;
|
|
faker->target_ent = activator;
|
|
gi.linkentity (faker);
|
|
|
|
if(self->target_ent && self->target_ent->inuse)
|
|
{
|
|
if(self->spawnflags & SF_MONITOR_EYEBALL)
|
|
VectorCopy(self->target_ent->s.angles,activator->client->ps.viewangles);
|
|
else
|
|
{
|
|
vec3_t dir;
|
|
VectorSubtract(self->target_ent->s.origin,self->s.origin,dir);
|
|
vectoangles(dir,activator->client->ps.viewangles);
|
|
}
|
|
}
|
|
else
|
|
VectorCopy (self->s.angles, activator->client->ps.viewangles);
|
|
|
|
VectorCopy (self->s.origin, activator->s.origin);
|
|
activator->client->ps.pmove.origin[0] = self->s.origin[0]*8;
|
|
activator->client->ps.pmove.origin[1] = self->s.origin[1]*8;
|
|
activator->client->ps.pmove.origin[2] = self->s.origin[2]*8;
|
|
activator->client->ps.pmove.pm_type = PM_FREEZE;
|
|
activator->svflags |= SVF_NOCLIENT;
|
|
activator->solid = SOLID_NOT;
|
|
activator->viewheight = 0;
|
|
if(activator->client->chasetoggle)
|
|
{
|
|
Cmd_Chasecam_Toggle (activator);
|
|
activator->client->pers.chasetoggle = 1;
|
|
}
|
|
else
|
|
activator->client->pers.chasetoggle = 0;
|
|
activator->clipmask = 0;
|
|
VectorClear(activator->velocity);
|
|
activator->client->ps.gunindex = 0;
|
|
activator->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION;
|
|
gi.linkentity(activator);
|
|
|
|
gi.unlinkentity(faker);
|
|
KillBox(faker);
|
|
gi.linkentity(faker);
|
|
|
|
// check to see if player is the enemy of any monster.
|
|
for(i=maxclients->value+1, monster=g_edicts+i; i<globals.num_edicts; i++, monster++) {
|
|
if(!monster->inuse) continue;
|
|
if(!(monster->svflags & SVF_MONSTER)) continue;
|
|
if(monster->enemy == activator)
|
|
{
|
|
monster->enemy = NULL;
|
|
monster->oldenemy = NULL;
|
|
if(monster->goalentity == activator)
|
|
monster->goalentity = NULL;
|
|
if(monster->movetarget == activator)
|
|
monster->movetarget = NULL;
|
|
monster->monsterinfo.attack_finished = level.time + 1;
|
|
FindTarget(monster);
|
|
}
|
|
}
|
|
|
|
activator->target_ent = self;
|
|
self->child = activator;
|
|
|
|
if(self->noise_index)
|
|
gi.sound (activator, CHAN_VOICE, self->noise_index, 1, ATTN_NORM, 0);
|
|
|
|
if(self->spawnflags & SF_MONITOR_CHASECAM)
|
|
{
|
|
if(self->wait > 0)
|
|
self->monsterinfo.attack_finished = level.time + self->wait;
|
|
else
|
|
self->monsterinfo.attack_finished = 0;
|
|
|
|
if(self->spawnflags & SF_MONITOR_EYEBALL)
|
|
{
|
|
self->viewheight = self->target_ent->viewheight;
|
|
self->target_ent->svflags |= SVF_NOCLIENT;
|
|
}
|
|
VectorCopy(self->target_ent->s.origin,self->s.origin);
|
|
self->think = target_monitor_move;
|
|
self->think(self);
|
|
}
|
|
else if(self->wait > 0)
|
|
{
|
|
self->think = target_monitor_off;
|
|
self->nextthink = level.time + self->wait;
|
|
}
|
|
}
|
|
|
|
void SP_target_monitor (edict_t *self)
|
|
{
|
|
char buffer[MAX_QPATH];
|
|
|
|
if(!self->wait)
|
|
self->wait = 3;
|
|
self->use = use_target_monitor;
|
|
self->movetype = MOVETYPE_NOCLIP;
|
|
if(st.noise)
|
|
{
|
|
if (!strstr (st.noise, ".wav"))
|
|
Com_sprintf (buffer, sizeof(buffer), "%s.wav", st.noise);
|
|
else
|
|
strncpy (buffer, st.noise, sizeof(buffer));
|
|
self->noise_index = gi.soundindex (buffer);
|
|
}
|
|
|
|
if(self->spawnflags & SF_MONITOR_EYEBALL)
|
|
self->spawnflags |= SF_MONITOR_CHASECAM;
|
|
|
|
if(self->spawnflags & SF_MONITOR_CHASECAM)
|
|
{ // chase cam
|
|
if(self->spawnflags & SF_MONITOR_EYEBALL)
|
|
{
|
|
self->moveinfo.distance = 0;
|
|
self->viewheight = 0;
|
|
}
|
|
else
|
|
{
|
|
if(st.distance)
|
|
self->moveinfo.distance = st.distance;
|
|
else
|
|
self->moveinfo.distance = 128;
|
|
|
|
if(st.height)
|
|
self->viewheight = st.height;
|
|
else
|
|
self->viewheight = 16;
|
|
}
|
|
|
|
// MUST have target
|
|
if(!self->target)
|
|
{
|
|
gi.dprintf("CHASECAM target_monitor with no target at %s\n",vtos(self->s.origin));
|
|
self->spawnflags &= ~(SF_MONITOR_CHASECAM | SF_MONITOR_EYEBALL);
|
|
}
|
|
else if(self->movewith)
|
|
{
|
|
gi.dprintf("CHASECAM target_monitor cannot use 'movewith'\n");
|
|
self->spawnflags &= ~(SF_MONITOR_CHASECAM | SF_MONITOR_EYEBALL);
|
|
}
|
|
}
|
|
|
|
gi.linkentity(self);
|
|
}
|
|
|
|
/*====================================================================================
|
|
TARGET_ANIMATION causes the target entity to use the animation frames
|
|
"startframe" through "startframe" + "framenumbers" - 1.
|
|
|
|
Spawnflags:
|
|
ACTIVATOR = 1 - target_animation acts on it's activator rather than
|
|
it's target
|
|
|
|
"message" - specifies allowable classname to animate. This prevents
|
|
animating entities with inapplicable frame numbers
|
|
=====================================================================================*/
|
|
void target_animate (edict_t *ent)
|
|
{
|
|
if( (ent->s.frame < ent->monsterinfo.currentmove->firstframe) ||
|
|
(ent->s.frame >= ent->monsterinfo.currentmove->lastframe ) )
|
|
{
|
|
if(ent->monsterinfo.currentmove->endfunc)
|
|
{
|
|
ent->think = ent->monsterinfo.currentmove->endfunc;
|
|
ent->nextthink = level.time + FRAMETIME;
|
|
}
|
|
else if(ent->svflags & SVF_MONSTER)
|
|
{
|
|
// Hopefully we don't get here, but if we DO then we definitely
|
|
// need for monsters/actors to turn their brains back on.
|
|
ent->think = monster_think;
|
|
ent->nextthink = level.time + FRAMETIME;
|
|
}
|
|
else
|
|
{
|
|
ent->think = NULL;
|
|
ent->nextthink = 0;
|
|
}
|
|
ent->monsterinfo.currentmove = ent->monsterinfo.savemove;
|
|
return;
|
|
}
|
|
ent->s.frame++;
|
|
ent->nextthink = level.time + FRAMETIME;
|
|
gi.linkentity(ent);
|
|
}
|
|
|
|
void target_animation_use (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
edict_t *target = NULL;
|
|
|
|
if(level.time < self->touch_debounce_time)
|
|
return;
|
|
if(self->spawnflags & 1)
|
|
{
|
|
if(activator && activator->client)
|
|
return;
|
|
if(self->message && Q_stricmp(self->message, activator->classname))
|
|
return;
|
|
if(!self->target)
|
|
target = activator;
|
|
}
|
|
if(!target)
|
|
{
|
|
if(!self->target)
|
|
return;
|
|
target = G_Find(NULL,FOFS(targetname),self->target);
|
|
if(!target)
|
|
return;
|
|
}
|
|
// Don't allow target to be animated if ALREADY under influence of
|
|
// another target_animation
|
|
if(target->think == target_animate)
|
|
return;
|
|
self->monsterinfo.currentmove->firstframe = self->startframe;
|
|
self->monsterinfo.currentmove->lastframe = self->startframe + self->framenumbers - 1;
|
|
self->monsterinfo.currentmove->frame = NULL;
|
|
self->monsterinfo.currentmove->endfunc = target->think;
|
|
target->s.frame = self->startframe;
|
|
target->think = target_animate;
|
|
target->monsterinfo.savemove = target->monsterinfo.currentmove;
|
|
target->monsterinfo.currentmove = self->monsterinfo.currentmove;
|
|
target->nextthink = level.time + FRAMETIME;
|
|
gi.linkentity(target);
|
|
|
|
self->count--;
|
|
if(!self->count)
|
|
G_FreeEdict(self);
|
|
else
|
|
self->touch_debounce_time = level.time + (self->framenumbers+1)*FRAMETIME;
|
|
}
|
|
|
|
void SP_target_animation (edict_t *self)
|
|
{
|
|
mmove_t *move;
|
|
if(!self->target && !(self->spawnflags & 1))
|
|
{
|
|
gi.dprintf("target_animation w/o a target at %s\n",vtos(self->s.origin));
|
|
G_FreeEdict(self);
|
|
}
|
|
switch(self->sounds)
|
|
{
|
|
case 1:
|
|
// actor jump
|
|
self->startframe = 66;
|
|
self->framenumbers = 6;
|
|
break;
|
|
case 2:
|
|
// actor flip
|
|
self->startframe = 72;
|
|
self->framenumbers = 12;
|
|
break;
|
|
case 3:
|
|
// actor salute
|
|
self->startframe = 84;
|
|
self->framenumbers = 11;
|
|
break;
|
|
case 4:
|
|
// actor taunt
|
|
self->startframe = 95;
|
|
self->framenumbers = 17;
|
|
break;
|
|
case 5:
|
|
// actor wave
|
|
self->startframe = 112;
|
|
self->framenumbers = 11;
|
|
break;
|
|
case 6:
|
|
// actor point
|
|
self->startframe = 123;
|
|
self->framenumbers = 12;
|
|
break;
|
|
default:
|
|
if(!self->framenumbers)
|
|
self->framenumbers = 1;
|
|
}
|
|
self->use = target_animation_use;
|
|
move = gi.TagMalloc(sizeof(mmove_t), TAG_LEVEL);
|
|
self->monsterinfo.currentmove = move;
|
|
}
|
|
/*===================================================================================
|
|
TARGET_FAILURE - Halts the game, fades the screen to black and displays
|
|
a message explaining to the player how he screwed up.
|
|
Optionally plays a sound.
|
|
====================================================================================*/
|
|
void target_failure_wipe (edict_t *self)
|
|
{
|
|
edict_t *player;
|
|
|
|
player = &g_edicts[1]; // Gotta be, since this is SP only
|
|
if(player->client->textdisplay) Text_Close(player);
|
|
}
|
|
|
|
void target_failure_player_die (edict_t *player)
|
|
{
|
|
int n;
|
|
|
|
// player_die w/o... umm... dying
|
|
|
|
if (player->client->chasetoggle)
|
|
{
|
|
ChasecamRemove (player, OPTION_OFF);
|
|
player->client->pers.chasetoggle = 1;
|
|
}
|
|
else
|
|
player->client->pers.chasetoggle = 0;
|
|
player->client->pers.spawn_landmark = false; // paranoia check
|
|
player->client->pers.spawn_levelchange = false;
|
|
player->client->zooming = 0;
|
|
player->client->zoomed = false;
|
|
SetSensitivities(player,true);
|
|
if(player->client->spycam)
|
|
camera_off(player);
|
|
VectorClear (player->avelocity);
|
|
player->takedamage = DAMAGE_NO;
|
|
player->movetype = MOVETYPE_NONE;
|
|
player->s.modelindex2 = 0; // remove linked weapon model
|
|
player->s.sound = 0;
|
|
player->client->weapon_sound = 0;
|
|
player->svflags |= SVF_DEADMONSTER;
|
|
player->client->respawn_time = level.time + 1.0;
|
|
player->client->ps.gunindex = 0;
|
|
// clear inventory
|
|
for (n = 0; n < game.num_items; n++)
|
|
{
|
|
player->client->pers.inventory[n] = 0;
|
|
}
|
|
// remove powerups
|
|
player->client->quad_framenum = 0;
|
|
player->client->invincible_framenum = 0;
|
|
player->client->breather_framenum = 0;
|
|
player->client->enviro_framenum = 0;
|
|
player->flags &= ~(FL_POWER_SHIELD|FL_POWER_SCREEN);
|
|
player->client->flashlight = false;
|
|
player->deadflag = DEAD_FROZEN;
|
|
gi.linkentity (player);
|
|
}
|
|
void target_failure_think (edict_t *self)
|
|
{
|
|
target_failure_player_die(self->target_ent);
|
|
self->target_ent = NULL;
|
|
self->think = target_failure_wipe;
|
|
self->nextthink = level.time + 10;
|
|
}
|
|
|
|
void target_failure_fade_lights (edict_t *self)
|
|
{
|
|
char lightvalue[2];
|
|
char values[] = "abcdefghijklm";
|
|
|
|
lightvalue[0] = values[self->flags];
|
|
lightvalue[1] = 0;
|
|
gi.configstring(CS_LIGHTS+0, lightvalue);
|
|
if(self->flags)
|
|
{
|
|
self->flags--;
|
|
self->nextthink = level.time + 0.2;
|
|
}
|
|
else
|
|
{
|
|
target_failure_player_die(self->target_ent);
|
|
self->target_ent = NULL;
|
|
self->think = target_failure_wipe;
|
|
self->nextthink = level.time + 10;
|
|
}
|
|
}
|
|
|
|
void Use_Target_Text(edict_t *self, edict_t *other, edict_t *activator);
|
|
void use_target_failure (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
if(!activator->client)
|
|
return;
|
|
|
|
if(self->target_ent)
|
|
return;
|
|
|
|
if(strlen(self->message))
|
|
Use_Target_Text(self,other,activator);
|
|
|
|
if(self->noise_index)
|
|
gi.sound (activator, CHAN_VOICE|CHAN_RELIABLE, self->noise_index, 1, ATTN_NORM, 0);
|
|
|
|
self->target_ent = activator;
|
|
if (stricmp(vid_ref->string,"gl") && stricmp(vid_ref->string,"kmgl"))
|
|
{
|
|
self->flags = 12;
|
|
self->think = target_failure_fade_lights;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
else
|
|
{
|
|
activator->client->fadestart= level.framenum;
|
|
activator->client->fadein = level.framenum + 40;
|
|
activator->client->fadehold = activator->client->fadein + 100000;
|
|
activator->client->fadeout = 0;
|
|
activator->client->fadecolor[0] = 0;
|
|
activator->client->fadecolor[1] = 0;
|
|
activator->client->fadecolor[2] = 0;
|
|
activator->client->fadealpha = 1.0;
|
|
self->think = target_failure_think;
|
|
self->nextthink = level.time + 4;
|
|
}
|
|
activator->deadflag = DEAD_FROZEN;
|
|
gi.linkentity(activator);
|
|
}
|
|
|
|
void SP_target_failure (edict_t *self)
|
|
{
|
|
if (deathmatch->value || coop->value)
|
|
{ // SP only
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
self->use = use_target_failure;
|
|
if (st.noise)
|
|
self->noise_index = gi.soundindex(st.noise);
|
|
}
|
|
|
|
/*=====================================================================================
|
|
TARGET_CHANGE - copies selected fields to target.
|
|
Target value should be of the form "entitytotarget,new target value".
|
|
All other keys are replacements for the targeted entity, NOT the
|
|
target_change.
|
|
======================================================================================*/
|
|
void use_target_change (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
char *buffer;
|
|
char *target;
|
|
char *newtarget;
|
|
int L;
|
|
int newteams=0;
|
|
edict_t *target_ent;
|
|
|
|
if(!self->target)
|
|
return;
|
|
L = strlen(self->target);
|
|
buffer = (char *)malloc(L+1);
|
|
strcpy(buffer,self->target);
|
|
newtarget = strstr(buffer,",");
|
|
if(newtarget)
|
|
{
|
|
*newtarget = 0;
|
|
newtarget++;
|
|
}
|
|
target = buffer;
|
|
target_ent = G_Find(NULL,FOFS(targetname),target);
|
|
while(target_ent)
|
|
{
|
|
if(newtarget && strlen(newtarget))
|
|
target_ent->target = G_CopyString(newtarget);
|
|
if(self->newtargetname && strlen(self->newtargetname))
|
|
target_ent->targetname = G_CopyString(self->newtargetname);
|
|
if(self->team && strlen(self->team))
|
|
{
|
|
target_ent->team = G_CopyString(self->team);
|
|
newteams++;
|
|
}
|
|
if(VectorLength(self->s.angles))
|
|
{
|
|
VectorCopy (self->s.angles, target_ent->s.angles);
|
|
if(target_ent->solid == SOLID_BSP)
|
|
G_SetMovedir (target_ent->s.angles, target_ent->movedir);
|
|
}
|
|
if(self->deathtarget && strlen(self->deathtarget))
|
|
target_ent->deathtarget = G_CopyString(self->deathtarget);
|
|
if(self->pathtarget && strlen(self->pathtarget))
|
|
target_ent->pathtarget = G_CopyString(self->pathtarget);
|
|
if(self->killtarget && strlen(self->killtarget))
|
|
target_ent->killtarget = G_CopyString(self->killtarget);
|
|
if(self->message && strlen(self->message))
|
|
target_ent->message = G_CopyString(self->message);
|
|
if(self->delay > 0)
|
|
target_ent->delay = self->delay;
|
|
if(self->dmg > 0)
|
|
target_ent->dmg = self->dmg;
|
|
if(self->health > 0)
|
|
target_ent->health = self->health;
|
|
if(self->mass > 0)
|
|
target_ent->mass = self->mass;
|
|
if(self->pitch_speed > 0)
|
|
target_ent->pitch_speed = self->pitch_speed;
|
|
|
|
if(self->speed > 0)
|
|
target_ent->speed = self->speed;
|
|
|
|
if(self->random > 0)
|
|
target_ent->random = self->random;
|
|
if(self->roll_speed > 0)
|
|
target_ent->roll_speed = self->roll_speed;
|
|
if(self->wait > 0)
|
|
target_ent->wait = self->wait;
|
|
if(self->yaw_speed > 0)
|
|
target_ent->yaw_speed = self->yaw_speed;
|
|
if(self->noise_index)
|
|
{
|
|
if(target_ent->s.sound == target_ent->noise_index)
|
|
target_ent->s.sound = target_ent->noise_index = self->noise_index;
|
|
else
|
|
target_ent->noise_index = self->noise_index;
|
|
}
|
|
if(self->spawnflags)
|
|
{
|
|
target_ent->spawnflags = self->spawnflags;
|
|
// special cases:
|
|
if(!Q_stricmp(target_ent->classname,"model_train"))
|
|
{
|
|
if(target_ent->spawnflags & 32)
|
|
{
|
|
target_ent->spawnflags &= ~32;
|
|
target_ent->spawnflags |= 8;
|
|
}
|
|
if(target_ent->spawnflags & 64)
|
|
{
|
|
target_ent->spawnflags &= ~64;
|
|
target_ent->spawnflags |= 16;
|
|
}
|
|
}
|
|
}
|
|
gi.linkentity(target_ent);
|
|
target_ent = G_Find(target_ent,FOFS(targetname),target);
|
|
}
|
|
free(buffer);
|
|
if(newteams)
|
|
G_FindTeams();
|
|
}
|
|
|
|
void SP_target_change (edict_t *self)
|
|
{
|
|
self->use = use_target_change;
|
|
if(st.noise)
|
|
self->noise_index = gi.soundindex(st.noise);
|
|
}
|
|
|
|
/*====================================================================================
|
|
TARGET_MOVEWITH - sets an entity to "movewith" it's pathtarget (or remove
|
|
that setting if DETACH (=1) is set)
|
|
======================================================================================*/
|
|
|
|
void movewith_detach (edict_t *child)
|
|
{
|
|
edict_t *e;
|
|
edict_t *parent=NULL;
|
|
int i;
|
|
|
|
for(i=1; i<globals.num_edicts && !parent; i++) {
|
|
e = g_edicts + i;
|
|
if(e->movewith_next == child) parent=e;
|
|
}
|
|
if(parent) parent->movewith_next = child->movewith_next;
|
|
|
|
child->movewith_next = NULL;
|
|
child->movewith = NULL;
|
|
child->movetype = child->org_movetype;
|
|
// if monster, give 'em a small vertical boost
|
|
if(child->svflags & SVF_MONSTER)
|
|
child->s.origin[2] += 2;
|
|
gi.linkentity(child);
|
|
}
|
|
|
|
void use_target_movewith (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
edict_t *target;
|
|
|
|
if(!self->target)
|
|
return;
|
|
target = G_Find(NULL,FOFS(targetname),self->target);
|
|
|
|
if(self->spawnflags & 1)
|
|
{
|
|
// Detach
|
|
while(target)
|
|
{
|
|
if(target->movewith_ent)
|
|
movewith_detach(target);
|
|
target = G_Find(target,FOFS(targetname),self->target);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Attach
|
|
edict_t *parent;
|
|
edict_t *e;
|
|
edict_t *previous;
|
|
|
|
parent = G_Find(NULL,FOFS(targetname),self->pathtarget);
|
|
if(!parent || !parent->inuse)
|
|
return;
|
|
while(target)
|
|
{
|
|
if(!target->movewith_ent || (target->movewith_ent != parent) )
|
|
{
|
|
if(target->movewith_ent)
|
|
movewith_detach(target);
|
|
|
|
target->movewith_ent = parent;
|
|
VectorCopy(parent->s.angles,target->parent_attach_angles);
|
|
if(target->org_movetype < 0)
|
|
target->org_movetype = target->movetype;
|
|
if(target->movetype != MOVETYPE_NONE)
|
|
target->movetype = MOVETYPE_PUSH;
|
|
VectorCopy(target->mins,target->org_mins);
|
|
VectorCopy(target->maxs,target->org_maxs);
|
|
VectorSubtract(target->s.origin,parent->s.origin,target->movewith_offset);
|
|
e = parent->movewith_next;
|
|
previous = parent;
|
|
while(e)
|
|
{
|
|
previous = e;
|
|
e = previous->movewith_next;
|
|
}
|
|
previous->movewith_next = target;
|
|
gi.linkentity(target);
|
|
}
|
|
target = G_Find(target,FOFS(targetname),self->target);
|
|
}
|
|
}
|
|
|
|
self->count--;
|
|
if(!self->count) {
|
|
self->think = G_FreeEdict;
|
|
self->nextthink = level.time + 1;
|
|
}
|
|
}
|
|
|
|
void SP_target_movewith (edict_t *self)
|
|
{
|
|
if(!self->target)
|
|
{
|
|
gi.dprintf("target_movewith with no target\n");
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
if(!(self->spawnflags & 1) && !self->pathtarget)
|
|
{
|
|
gi.dprintf("target_movewith w/o DETACH and no pathtarget\n");
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
self->use = use_target_movewith;
|
|
}
|
|
|
|
/*QUAKED target_command (1 0 0) (-8 -8 -8) (8 8 8)
|
|
Sends a command to the console which gets executed imediately,
|
|
unless it requires a restart of the server.
|
|
|
|
message - command to send
|
|
*/
|
|
void target_command_use (edict_t *self, edict_t *activator, edict_t *other)
|
|
{
|
|
gi.WriteByte (11);
|
|
gi.WriteString (self->message);
|
|
gi.unicast (self, true);
|
|
}
|
|
|
|
void SP_target_command (edict_t *self)
|
|
{
|
|
if(!self->message)
|
|
{
|
|
gi.dprintf("target_command with no command, target name is %s at %s", self->targetname, vtos(self->s.origin));
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
self->use = target_command_use;
|
|
self->svflags = SVF_NOCLIENT;
|
|
gi.linkentity (self);
|
|
}
|
|
|
|
/*====================================================================================
|
|
TARGET_SET_EFFECT - sets s.effects and/or s.renderfx for targeted entity
|
|
Style
|
|
0 = Copy
|
|
1 = NOT
|
|
2 = XOR (toggle)
|
|
======================================================================================*/
|
|
|
|
void use_target_set_effect (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
edict_t *target;
|
|
|
|
target = G_Find(NULL,FOFS(targetname),self->target);
|
|
while(target)
|
|
{
|
|
if(self->style == 1)
|
|
{
|
|
target->s.effects &= ~self->effects;
|
|
target->s.renderfx &= ~self->renderfx;
|
|
}
|
|
else if(self->style == 2)
|
|
{
|
|
target->s.effects ^= self->effects;
|
|
target->s.renderfx ^= self->renderfx;
|
|
}
|
|
else
|
|
{
|
|
target->s.effects = self->effects;
|
|
target->s.renderfx = self->renderfx;
|
|
}
|
|
#ifdef KMQUAKE2_ENGINE_MOD //Knightmare added
|
|
if ((self->alpha >= 0.0) && (self->alpha <= 1.0))
|
|
target->s.alpha = self->alpha;
|
|
#endif
|
|
gi.linkentity(target);
|
|
target = G_Find(target,FOFS(targetname),self->target);
|
|
}
|
|
}
|
|
|
|
void SP_target_set_effect (edict_t *self)
|
|
{
|
|
if(!self->target)
|
|
{
|
|
gi.dprintf("target_set_effect w/o a target at %s\n",vtos(self->s.origin));
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
self->use = use_target_set_effect;
|
|
}
|
|
|
|
/*=============================================================================
|
|
TARGET_SKY - uses the "sky" string as parameter to "sky" console command.
|
|
Best used in areas where player cannot see the sky, of course.
|
|
|
|
NOTE: Tried using a START_ON spawnflag, but it ends up being meaningless.
|
|
If we don't delay use_target_sky a bit at level start, we get
|
|
"SZ_GetSpace: overflow without allowoverflow set", and if we use
|
|
a sufficient delay to get around the error then the original sky
|
|
is visible before the switch.
|
|
=============================================================================*/
|
|
void use_target_sky (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
gi.configstring(CS_SKY,self->pathtarget);
|
|
stuffcmd(&g_edicts[1],va("sky %s\n",self->pathtarget));
|
|
self->count--;
|
|
if(!self->count) {
|
|
self->think = G_FreeEdict;
|
|
self->nextthink = level.time + 1;
|
|
}
|
|
}
|
|
|
|
void SP_target_sky (edict_t *self)
|
|
{
|
|
if(!st.sky || !*st.sky)
|
|
{
|
|
gi.dprintf("Target_sky with no sky string at %s\n",vtos(self->s.origin));
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
self->pathtarget = gi.TagMalloc(strlen(st.sky)+1,TAG_LEVEL);
|
|
strcpy(self->pathtarget,st.sky);
|
|
self->use = use_target_sky;
|
|
}
|
|
|
|
/*=============================================================================
|
|
TARGET_FADE fades the screen to a color
|
|
color = R,G,B components of fade color, 0-1
|
|
alpha = opacity of fade. 0=no effect, 1=solid color
|
|
fadein = time in seconds from trigger until full alpha
|
|
fadeout = time in seconds after fadein+holdtime from full alpha to clear screen
|
|
holdtime = time to hold the effect at full alpha value. -1 = permanent
|
|
=============================================================================*/
|
|
void use_target_fade (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
edict_t *player;
|
|
player = &g_edicts[1]; // Gotta be, since this is SP only
|
|
|
|
//if(!activator->client)
|
|
// return;
|
|
|
|
player->client->fadestart= level.framenum;
|
|
player->client->fadein = level.framenum + self->fadein*10;
|
|
player->client->fadehold = player->client->fadein + self->holdtime*10;
|
|
player->client->fadeout = player->client->fadehold + self->fadeout*10;
|
|
player->client->fadecolor[0] = self->color[0];
|
|
player->client->fadecolor[1] = self->color[1];
|
|
player->client->fadecolor[2] = self->color[2];
|
|
player->client->fadealpha = self->alpha;
|
|
|
|
self->count--;
|
|
if(!self->count) {
|
|
self->think = G_FreeEdict;
|
|
self->nextthink = level.time + 1;
|
|
}
|
|
}
|
|
|
|
void SP_target_fade (edict_t *self)
|
|
{
|
|
self->use = use_target_fade;
|
|
if(self->fadein < 0)
|
|
self->fadein = 0;
|
|
if(self->holdtime < 0)
|
|
{
|
|
self->count = 1;
|
|
self->holdtime = 10000;
|
|
}
|
|
if(self->fadeout < 0)
|
|
self->fadeout = 0;
|
|
}
|
|
|
|
/*=============================================================================
|
|
TARGET_CLONE
|
|
Spawns a new entity, using model and other parameters of source entity.
|
|
|
|
source - targetname of source entity for model
|
|
newtargetname - targetname to assign to spawned entity
|
|
target - target to assign to spawned entity
|
|
count - number of spawner uses before being freed
|
|
Spawnflags
|
|
1 = START_ON
|
|
=============================================================================*/
|
|
void button_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf);
|
|
void Think_CalcMoveSpeed (edict_t *self);
|
|
void Think_SpawnDoorTrigger (edict_t *ent);
|
|
void func_train_find (edict_t *self);
|
|
void clone (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
edict_t *parent;
|
|
edict_t *child;
|
|
int newteams=0;
|
|
|
|
parent = G_Find(NULL,FOFS(targetname),self->source);
|
|
if(!parent)
|
|
return;
|
|
child = G_Spawn();
|
|
child->classname = gi.TagMalloc(strlen(parent->classname)+1,TAG_LEVEL);
|
|
strcpy(child->classname,parent->classname);
|
|
child->s.modelindex = parent->s.modelindex;
|
|
VectorCopy(self->s.origin,child->s.origin);
|
|
child->svflags = parent->svflags;
|
|
VectorCopy(parent->mins,child->mins);
|
|
VectorCopy(parent->maxs,child->maxs);
|
|
VectorCopy(parent->size,child->size);
|
|
|
|
if(self->newtargetname && strlen(self->newtargetname))
|
|
child->targetname = G_CopyString(self->newtargetname);
|
|
if(self->team && strlen(self->team))
|
|
{
|
|
child->team = G_CopyString(self->team);
|
|
newteams++;
|
|
}
|
|
if(self->target && strlen(self->target))
|
|
child->target = G_CopyString(self->target);
|
|
|
|
if(parent->deathtarget && strlen(parent->deathtarget))
|
|
child->deathtarget = G_CopyString(parent->deathtarget);
|
|
if(parent->destroytarget && strlen(parent->destroytarget))
|
|
child->destroytarget = G_CopyString(parent->destroytarget);
|
|
if(parent->killtarget && strlen(parent->killtarget))
|
|
child->killtarget = G_CopyString(parent->killtarget);
|
|
|
|
child->solid = parent->solid;
|
|
child->clipmask = parent->clipmask;
|
|
child->movetype = parent->movetype;
|
|
child->mass = parent->mass;
|
|
child->health = parent->health;
|
|
child->max_health = parent->max_health;
|
|
child->takedamage = parent->takedamage;
|
|
child->dmg = parent->dmg;
|
|
child->sounds = parent->sounds;
|
|
child->speed = parent->speed;
|
|
child->accel = parent->accel;
|
|
child->decel = parent->decel;
|
|
child->gib_type = parent->gib_type;
|
|
child->noise_index = parent->noise_index;
|
|
child->noise_index2 = parent->noise_index2;
|
|
child->wait = parent->wait;
|
|
child->delay = parent->delay;
|
|
child->random = parent->random;
|
|
child->style = parent->style;
|
|
child->flags = parent->flags;
|
|
child->blocked = parent->blocked;
|
|
child->touch = parent->touch;
|
|
child->use = parent->use;
|
|
child->pain = parent->pain;
|
|
child->die = parent->die;
|
|
child->s.effects = parent->s.effects;
|
|
#ifdef KMQUAKE2_ENGINE_MOD //Knightmare added
|
|
child->s.alpha = parent->s.alpha;
|
|
#endif
|
|
child->s.skinnum = parent->s.skinnum;
|
|
child->item = parent->item;
|
|
child->moveinfo.sound_start = parent->moveinfo.sound_start;
|
|
child->moveinfo.sound_middle = parent->moveinfo.sound_middle;
|
|
child->moveinfo.sound_end = parent->moveinfo.sound_end;
|
|
VectorCopy(parent->movedir,child->movedir);
|
|
VectorCopy(self->s.angles, child->s.angles);
|
|
if(VectorLength(child->s.angles) != 0)
|
|
{
|
|
if(child->s.angles[YAW] == 90 || child->s.angles[YAW] == 270)
|
|
{
|
|
// We're correct for these angles, not even gonna bother with others
|
|
vec_t temp;
|
|
temp = child->size[0];
|
|
child->size[0] = child->size[1];
|
|
child->size[1] = temp;
|
|
temp = child->mins[0];
|
|
if(child->s.angles[YAW] == 90)
|
|
{
|
|
child->mins[0] = -child->maxs[1];
|
|
child->maxs[1] = child->maxs[0];
|
|
child->maxs[0] = -child->mins[1];
|
|
child->mins[1] = temp;
|
|
}
|
|
else
|
|
{
|
|
child->mins[0] = child->mins[1];
|
|
child->mins[1] = -child->maxs[0];
|
|
child->maxs[0] = child->maxs[1];
|
|
child->maxs[1] = -temp;
|
|
}
|
|
}
|
|
vectoangles(child->movedir,child->movedir);
|
|
child->movedir[PITCH] += child->s.angles[PITCH];
|
|
child->movedir[YAW] += child->s.angles[YAW];
|
|
child->movedir[ROLL] += child->s.angles[ROLL];
|
|
if(child->movedir[PITCH] > 360) child->movedir[PITCH] -= 360;
|
|
if(child->movedir[YAW] > 360) child->movedir[YAW] -= 360;
|
|
if(child->movedir[ROLL] > 360) child->movedir[ROLL] -= 360;
|
|
AngleVectors(child->movedir,child->movedir,NULL,NULL);
|
|
}
|
|
VectorAdd(child->s.origin,child->mins,child->absmin);
|
|
VectorAdd(child->s.origin,child->maxs,child->absmax);
|
|
|
|
child->spawnflags = parent->spawnflags;
|
|
// classname-specific stuff
|
|
if(!Q_stricmp(child->classname,"func_button"))
|
|
{
|
|
VectorCopy(child->s.origin,child->pos1);
|
|
child->moveinfo.distance = parent->moveinfo.distance;
|
|
VectorMA(child->pos1, child->moveinfo.distance, child->movedir, child->pos2);
|
|
child->moveinfo.state = 1;
|
|
child->moveinfo.speed = child->speed;
|
|
child->moveinfo.accel = child->accel;
|
|
child->moveinfo.decel = child->decel;
|
|
child->moveinfo.wait = child->wait;
|
|
VectorCopy(child->pos1, child->moveinfo.start_origin);
|
|
VectorCopy(child->s.angles, child->moveinfo.start_angles);
|
|
VectorCopy(child->pos2, child->moveinfo.end_origin);
|
|
VectorCopy(child->s.angles, child->moveinfo.end_angles);
|
|
if(!child->targetname)
|
|
child->touch = button_touch;
|
|
}
|
|
else if(!Q_stricmp(child->classname,"func_door"))
|
|
{
|
|
VectorCopy(child->s.origin,child->pos1);
|
|
child->moveinfo.distance = parent->moveinfo.distance;
|
|
VectorMA(child->pos1, child->moveinfo.distance, child->movedir, child->pos2);
|
|
child->moveinfo.state = 1;
|
|
child->moveinfo.speed = child->speed;
|
|
child->moveinfo.accel = child->accel;
|
|
child->moveinfo.decel = child->decel;
|
|
child->moveinfo.wait = child->wait;
|
|
VectorCopy(child->pos1, child->moveinfo.start_origin);
|
|
VectorCopy(child->s.angles, child->moveinfo.start_angles);
|
|
VectorCopy(child->pos2, child->moveinfo.end_origin);
|
|
VectorCopy(child->s.angles, child->moveinfo.end_angles);
|
|
if(child->health || child->targetname)
|
|
child->think = Think_CalcMoveSpeed;
|
|
else
|
|
child->think = Think_SpawnDoorTrigger;
|
|
child->nextthink = level.time + FRAMETIME;
|
|
}
|
|
else if(!Q_stricmp(child->classname,"func_door_rotating"))
|
|
{
|
|
VectorClear(child->s.angles);
|
|
VectorCopy(parent->s.angles,child->s.angles);
|
|
VectorCopy(parent->pos1, child->pos1);
|
|
VectorCopy(parent->pos2, child->pos2);
|
|
child->moveinfo.distance = parent->moveinfo.distance;
|
|
child->moveinfo.state = 1;
|
|
child->moveinfo.speed = child->speed;
|
|
child->moveinfo.accel = child->accel;
|
|
child->moveinfo.decel = child->decel;
|
|
child->moveinfo.wait = child->wait;
|
|
VectorCopy(child->s.origin, child->moveinfo.start_origin);
|
|
VectorCopy(child->pos1, child->moveinfo.start_angles);
|
|
VectorCopy(child->s.origin, child->moveinfo.end_origin);
|
|
VectorCopy(child->pos2, child->moveinfo.end_angles);
|
|
if(child->health || child->targetname)
|
|
child->think = Think_CalcMoveSpeed;
|
|
else
|
|
child->think = Think_SpawnDoorTrigger;
|
|
child->nextthink = level.time + FRAMETIME;
|
|
}
|
|
else if(!Q_stricmp(child->classname,"func_rotating"))
|
|
{
|
|
VectorClear(child->s.angles);
|
|
if (child->spawnflags & 1)
|
|
child->use (child, NULL, NULL);
|
|
}
|
|
else if(!Q_stricmp(child->classname,"func_train"))
|
|
{
|
|
VectorClear(self->s.angles);
|
|
child->smooth_movement = parent->smooth_movement;
|
|
child->pitch_speed = parent->pitch_speed;
|
|
child->yaw_speed = parent->yaw_speed;
|
|
child->roll_speed = parent->roll_speed;
|
|
child->moveinfo.speed = child->speed;
|
|
child->moveinfo.accel = child->moveinfo.decel = child->moveinfo.speed;
|
|
child->think = func_train_find;
|
|
child->nextthink = level.time + FRAMETIME;
|
|
if(child->moveinfo.sound_middle || parent->noise_index)
|
|
{
|
|
edict_t *speaker;
|
|
if(child->moveinfo.sound_middle)
|
|
child->noise_index = child->moveinfo.sound_middle;
|
|
else
|
|
child->noise_index = parent->noise_index;
|
|
child->moveinfo.sound_middle = 0;
|
|
speaker = G_Spawn();
|
|
speaker->classname = "moving_speaker";
|
|
speaker->s.sound = 0;
|
|
speaker->volume = 1;
|
|
speaker->attenuation = 1;
|
|
speaker->owner = child;
|
|
speaker->think = Moving_Speaker_Think;
|
|
speaker->nextthink = level.time + 2*FRAMETIME;
|
|
speaker->spawnflags = 7; // owner must be moving to play
|
|
child->speaker = speaker;
|
|
if(VectorLength(child->s.origin))
|
|
VectorCopy(child->s.origin,speaker->s.origin);
|
|
else {
|
|
VectorAdd(child->absmin,child->absmax,speaker->s.origin);
|
|
VectorScale(speaker->s.origin,0.5,speaker->s.origin);
|
|
}
|
|
VectorSubtract(speaker->s.origin,child->s.origin,speaker->offset);
|
|
}
|
|
}
|
|
|
|
#ifdef KMQUAKE2_ENGINE_MOD //Knightmare added
|
|
if ((self->alpha >= 0.0) && (self->alpha <= 1.0))
|
|
child->s.alpha = self->alpha;
|
|
#endif
|
|
|
|
gi.unlinkentity(child);
|
|
//Knightmare- only killbox if spawned entity is solid
|
|
if (child->solid == SOLID_BSP || child->solid == SOLID_BBOX)
|
|
KillBox(child);
|
|
gi.linkentity(child);
|
|
if(self->s.angles[YAW] != 0)
|
|
{
|
|
VectorAdd(child->s.origin,child->mins,child->absmin);
|
|
VectorAdd(child->s.origin,child->maxs,child->absmax);
|
|
}
|
|
self->count--;
|
|
if(!self->count)
|
|
G_FreeEdict(self);
|
|
if(newteams)
|
|
G_FindTeams();
|
|
}
|
|
|
|
void target_clone_starton (edict_t *self)
|
|
{
|
|
self->use(self,NULL,NULL);
|
|
}
|
|
|
|
void SP_target_clone (edict_t *self)
|
|
{
|
|
if(!self->source)
|
|
{
|
|
gi.dprintf("%s with no source at %s\n",
|
|
self->classname,vtos(self->s.origin));
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
self->use = clone;
|
|
if(self->spawnflags & 1)
|
|
{
|
|
self->think = target_clone_starton;
|
|
self->nextthink = level.time + 2;
|
|
}
|
|
}
|
|
|
|
void use_target_skill (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
level.next_skill = self->style + 1;
|
|
self->count--;
|
|
if(!self->count)
|
|
G_FreeEdict(self);
|
|
}
|
|
|
|
void SP_target_skill (edict_t *self)
|
|
{
|
|
self->use = use_target_skill;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//===================== HINT TITLE ================================
|
|
|
|
void target_hinttitle_thinkfadein (edict_t *self)
|
|
{
|
|
if (self->owner && self->owner->client)
|
|
{
|
|
if (self->owner->client->ps.stats[STAT_HINTTITLE] < 100)
|
|
self->owner->client->ps.stats[STAT_HINTTITLE] += 7;
|
|
|
|
//gi.dprintf("%d hasclient\n", self->owner->client->ps.stats[STAT_HINTTITLE]);
|
|
}
|
|
|
|
self->think = target_hinttitle_thinkfadein;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
void target_hinttitle_thinkfadeout (edict_t *self)
|
|
{
|
|
self->think = target_hinttitle_thinkfadeout;
|
|
|
|
if (self->owner && self->owner->client)
|
|
{
|
|
if (self->owner->client->ps.stats[STAT_HINTTITLE] >0)
|
|
{
|
|
self->owner->client->ps.stats[STAT_HINTTITLE] -= 4;
|
|
}
|
|
else
|
|
self->think = G_FreeEdict;
|
|
|
|
//gi.dprintf("%d hasclient\n", self->owner->client->ps.stats[STAT_HINTTITLE]);
|
|
}
|
|
|
|
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
|
|
void hinttitle_kill (edict_t *self)
|
|
{
|
|
self->owner->client->ps.stats[STAT_HUDMSG] = 0;
|
|
self->think = G_FreeEdict;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
void target_hinttitle_use (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
edict_t *player;
|
|
|
|
player = &g_edicts[1]; // Gotta be, since this is SP only
|
|
|
|
if (player)
|
|
{
|
|
if (!self->owner)
|
|
self->owner = player;
|
|
|
|
|
|
|
|
|
|
if (self->style==0)
|
|
{
|
|
if (self->owner->client->ps.stats[STAT_HINTTITLE] <= 0)
|
|
{
|
|
//fade in.
|
|
self->owner->client->ps.stats[STAT_HINTTITLE] = 100;
|
|
}
|
|
else
|
|
{
|
|
self->think = target_hinttitle_thinkfadeout;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
|
|
}
|
|
}
|
|
else if (self->style > 0)
|
|
{
|
|
self->owner->client->ps.stats[STAT_HUDMSG] = self->style;
|
|
|
|
//zz
|
|
|
|
|
|
//gi.dprintf("bla %d \n",self->owner->client->ps.stats[STAT_HUDMSG]);
|
|
|
|
if(self->wait)
|
|
{
|
|
self->think = hinttitle_kill;
|
|
self->nextthink = level.time + self->wait;
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
void SP_target_hinttitle (edict_t *self)
|
|
{
|
|
self->use = target_hinttitle_use;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//================ target_equip ====================
|
|
// equips player with an item or weapon.
|
|
|
|
void equip_use (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
edict_t *player;
|
|
//char entname[32];
|
|
|
|
if (self->style < 1)
|
|
{
|
|
if (self->targetname)
|
|
gi.dprintf("target_equip %s with no style setting\n",self->targetname);
|
|
|
|
return;
|
|
}
|
|
|
|
if (!self->targetname)
|
|
{
|
|
gi.dprintf("target_equip with no targetname\n");
|
|
|
|
return;
|
|
}
|
|
|
|
player = &g_edicts[1]; // Gotta be, since this is SP only
|
|
|
|
if(player && player->client)
|
|
{
|
|
//remove the NULL weapon.
|
|
if (player->client->pers.inventory[ITEM_INDEX(FindItem("No Weapon"))] > 0)
|
|
player->client->pers.inventory[ITEM_INDEX(FindItem("No Weapon"))] = 0;
|
|
|
|
|
|
if (self->style==1)
|
|
{
|
|
if (player->client->pers.inventory[ITEM_INDEX(FindItem("Blaster"))] <= 0)
|
|
{
|
|
player->client->pers.inventory[ITEM_INDEX(FindItem("Blaster"))] = 1;
|
|
player->client->newweapon = FindItem ("Blaster");
|
|
}
|
|
}
|
|
else if (self->style==2)
|
|
{
|
|
if (player->client->pers.inventory[ITEM_INDEX(FindItem("Shotgun"))] <= 0)
|
|
{
|
|
player->client->pers.inventory[ITEM_INDEX(FindItem("Shotgun"))] = 1;
|
|
player->client->newweapon = FindItem ("Shotgun");
|
|
}
|
|
}
|
|
else if (self->style==4)
|
|
{
|
|
if (player->client->pers.inventory[ITEM_INDEX(FindItem("Machinegun"))] <= 0)
|
|
{
|
|
player->client->pers.inventory[ITEM_INDEX(FindItem("Machinegun"))] = 1;
|
|
player->client->newweapon = FindItem ("Machinegun");
|
|
}
|
|
}
|
|
else if (self->style==10)
|
|
{
|
|
//the platter.
|
|
if (player->client->pers.inventory[ITEM_INDEX(FindItem("BFG10K"))] <= 0)
|
|
{
|
|
player->client->pers.inventory[ITEM_INDEX(FindItem("BFG10K"))] = 1;
|
|
player->client->newweapon = FindItem ("BFG10K");
|
|
}
|
|
}
|
|
else if (self->style==11)
|
|
{
|
|
if (player->client->pers.inventory[ITEM_INDEX(FindItem("card"))] <= 0)
|
|
{
|
|
player->client->pers.inventory[ITEM_INDEX(FindItem("card"))] = 1;
|
|
player->client->newweapon = FindItem ("card");
|
|
|
|
|
|
///zzzzzzz skin
|
|
|
|
//if (self->s.skinnum>0)
|
|
//{
|
|
// gi.dprintf("skinnum\n");
|
|
//}
|
|
}
|
|
}
|
|
else if (self->style==12)
|
|
{
|
|
if (player->client->pers.inventory[ITEM_INDEX(FindItem("weapon_orange"))] <= 0)
|
|
{
|
|
player->client->pers.inventory[ITEM_INDEX(FindItem("weapon_orange"))] = 1;
|
|
player->client->newweapon = FindItem ("weapon_orange");
|
|
}
|
|
}
|
|
|
|
|
|
if (self->spawnflags & 1)
|
|
{
|
|
if (player->client->pers.inventory[ITEM_INDEX(FindItem("card"))] > 0)
|
|
player->client->pers.inventory[ITEM_INDEX(FindItem("card"))] = 0;
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
|
|
// Switch to blaster
|
|
if ( activator->client->pers.inventory[ITEM_INDEX(FindItem("blaster"))] )
|
|
activator->client->newweapon = FindItem ("blaster");
|
|
else
|
|
activator->client->newweapon = FindItem ("No Weapon");*/
|
|
}
|
|
}
|
|
|
|
void SP_target_equip (edict_t *self)
|
|
{
|
|
self->use = equip_use;
|
|
}
|
|
|
|
|
|
void checkpoint_use (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
gi.WriteByte (11);
|
|
gi.WriteString ("save save1\n");
|
|
gi.unicast (self, true);
|
|
}
|
|
|
|
|
|
void SP_target_checkpoint (edict_t *self)
|
|
{
|
|
if(!self->targetname)
|
|
{
|
|
gi.dprintf("target_checkpoint with no targetname at %s", vtos(self->s.origin));
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
|
|
self->use = checkpoint_use;
|
|
self->svflags = SVF_NOCLIENT;
|
|
gi.linkentity (self);
|
|
}
|
|
|
|
void zgib_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
|
|
{
|
|
//vec3_t normal_angles;//, right;
|
|
|
|
if (!self->groundentity)
|
|
return;
|
|
|
|
self->touch = NULL;
|
|
|
|
if (plane)
|
|
{
|
|
//gi.dprintf("BOUNCE!\n");
|
|
//gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/fhit3.wav"), 1, ATTN_NORM, 0);
|
|
|
|
self->think = G_FreeEdict;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
void blood_use (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
|
|
int n;
|
|
|
|
for (n = 0; n < self->mass; n++)
|
|
{
|
|
ThrowGib (self, "sprites/point.sp2", 0, GIB_ORGANIC);
|
|
//gi.dprintf("spawn gib!\n");
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
edict_t *gib;
|
|
int j;
|
|
|
|
for (j=0; j<2; j++)
|
|
{
|
|
vec3_t forward;
|
|
|
|
gib = G_Spawn();
|
|
|
|
|
|
|
|
//gi.setmodel (gib, "models/objects/case/tris.md2");
|
|
//ent->s.modelindex = gi.modelindex ("sprites/point.sp2");
|
|
|
|
gi.setmodel (gib, "sprites/point.sp2");
|
|
|
|
VectorCopy(self->s.origin, gib->s.origin);
|
|
VectorCopy(self->s.angles, gib->s.angles);
|
|
|
|
|
|
AngleVectors (gib->s.angles, forward, NULL, NULL);
|
|
VectorCopy(forward,gib->movedir);
|
|
VectorScale (forward, 512, gib->velocity);
|
|
|
|
VectorSet (gib->mins, -1, -1, -1);
|
|
VectorSet (gib->maxs, 1, 1, 1);
|
|
gib->s.effects |= EF_GIB;
|
|
gib->svflags |= SVF_GIB;
|
|
gib->solid = SOLID_BBOX;
|
|
gib->movetype = MOVETYPE_TOSS;
|
|
gib->touch = zgib_touch;
|
|
|
|
gi.linkentity (gib);
|
|
}
|
|
*/
|
|
|
|
|
|
}
|
|
|
|
void SP_target_blood(edict_t *self)
|
|
{
|
|
if(!self->targetname)
|
|
{
|
|
gi.dprintf("target_blood with no targetname at %s", vtos(self->s.origin));
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
|
|
if (!self->mass)
|
|
self->mass = 1;
|
|
|
|
self->use = blood_use;
|
|
self->svflags = SVF_NOCLIENT;
|
|
gi.linkentity (self);
|
|
}
|
|
|
|
// ======================= TARGET_SCREENSHAKE
|
|
|
|
void think_screenshake(edict_t *self)
|
|
{
|
|
edict_t *player;
|
|
float kickamount;
|
|
|
|
self->count--;
|
|
|
|
if (self->count <= 0)
|
|
return;
|
|
|
|
player = &g_edicts[1]; // Gotta be, since this is SP only
|
|
|
|
|
|
self->speed -= self->density;
|
|
kickamount = self->speed;
|
|
|
|
if (self->count % 2 == 0)
|
|
kickamount *= -1;
|
|
|
|
player->client->kick_angles[0] = kickamount;
|
|
player->client->kick_angles[2] = crandom() * (kickamount / 2);
|
|
|
|
|
|
|
|
self->think = think_screenshake;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
void screenshake_use (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
edict_t *player;
|
|
|
|
player = &g_edicts[1]; // Gotta be, since this is SP only
|
|
|
|
if (player && player->client && self->duration <= 0)
|
|
{
|
|
player->client->kick_angles[0] = -24;
|
|
//player->client->kick_angles[1] = -4;
|
|
player->client->kick_angles[2] = -4;
|
|
return;
|
|
}
|
|
|
|
|
|
self->count = self->duration / 0.1;
|
|
self->density = self->radius / self->count;
|
|
self->speed = self->radius;
|
|
|
|
self->think = think_screenshake;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
|
|
void SP_target_screenshake(edict_t *self)
|
|
{
|
|
if(!self->targetname)
|
|
{
|
|
gi.dprintf("target_screenshake with no targetname at %s", vtos(self->s.origin));
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
|
|
if (!self->radius)
|
|
self->radius = 16;
|
|
|
|
self->use = screenshake_use;
|
|
self->svflags = SVF_NOCLIENT;
|
|
gi.linkentity (self);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#define SF_LOCKOFF 1
|
|
#define SF_TELEPORT 2
|
|
#define SF_TOGGLE 4
|
|
|
|
void viewlock_exit (edict_t *self, edict_t *activator)
|
|
{
|
|
|
|
edict_t *target;
|
|
|
|
if (!activator->client)
|
|
return;
|
|
|
|
activator->client->ps.stats[STAT_VL_ON] = 0;
|
|
|
|
//gi.dprintf("%f\n",VectorLength(ent->client->oldvelocity));
|
|
|
|
if(self->target)
|
|
{
|
|
target = G_Find(NULL,FOFS(targetname),self->target);
|
|
if(target)
|
|
{
|
|
VectorCopy(target->s.origin, activator->s.origin);
|
|
}
|
|
}
|
|
|
|
self->nextthink = 0;
|
|
}
|
|
|
|
void viewlock_think (edict_t *self)
|
|
{
|
|
edict_t *player;
|
|
vec3_t playervec;
|
|
//float ymin,ymax;
|
|
//vec3_t oldangles;
|
|
|
|
edict_t *targetent;
|
|
|
|
|
|
player = &g_edicts[1]; // Gotta be, since this is SP only
|
|
|
|
if (!player || !player->client)
|
|
return;
|
|
|
|
targetent = G_Find (NULL, FOFS(targetname), self->target);
|
|
|
|
if (!targetent)
|
|
return;
|
|
|
|
|
|
VectorCopy (player->s.origin, playervec);
|
|
//playervec[2] += 14; //they focus on your head.
|
|
|
|
|
|
VectorSubtract (targetent->s.origin,playervec , playervec);
|
|
|
|
vectoangles(playervec,playervec);
|
|
|
|
//VectorCopy (playervec, self->s.angles);
|
|
player->client->ps.stats[STAT_VL_BASE] = playervec[1] ;
|
|
|
|
self->nextthink = level.time + FRAMETIME;
|
|
|
|
|
|
|
|
//gi.dprintf("player %f %f %f | self %f %f %f", playerent->s.origin[0], playerent->s.origin[1], playerent->s.origin[2], self->s.origin[0], self->s.origin[1], self->s.origin[2]);
|
|
|
|
|
|
/*
|
|
|
|
if (
|
|
(player->s.origin[0] != self->s.origin[0])
|
|
||
|
|
(player->s.origin[1] != self->s.origin[1])
|
|
||
|
|
(player->s.origin[2] != self->s.origin[2])
|
|
)
|
|
viewlock_exit(self,player);
|
|
else
|
|
self->nextthink = level.time + FRAMETIME;
|
|
*/
|
|
}
|
|
|
|
void use_target_viewlock (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
//int i;
|
|
edict_t *player;
|
|
|
|
|
|
|
|
player = &g_edicts[1]; // Gotta be, since this is SP only
|
|
|
|
if (!player || !player->client)
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (player->client->ps.stats[STAT_VL_ON] == 1 || self->density >= 1)
|
|
{
|
|
//turn it off.
|
|
player->client->ps.stats[STAT_VL_ON] = 0;
|
|
|
|
|
|
|
|
|
|
if (self->style==0)
|
|
{
|
|
self->think = G_FreeEdict;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
return;
|
|
}
|
|
|
|
//GravityBone hack. (is this necessary?)
|
|
if ((Q_stricmp(level.mapname, "bar1") == 0) || (Q_stricmp(level.mapname, "lob1") == 0))
|
|
return;
|
|
}
|
|
|
|
|
|
/*
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
player->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(self->s.angles[i] - activator->client->resp.cmd_angles[i]);
|
|
}
|
|
*/
|
|
|
|
player->client->ps.stats[STAT_VL_RANGE] = self->radius;
|
|
player->client->ps.stats[STAT_VL_BASE] = self->s.angles[1];
|
|
|
|
player->client->ps.stats[STAT_VL_ON] = 1;
|
|
|
|
|
|
if (self->target)
|
|
{
|
|
self->think = viewlock_think;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
|
|
/*
|
|
if ((self->spawnflags & SF_LOCKOFF) || ((activator->client->ps.stats[STAT_VL_ON] > 0) && (self->spawnflags & SF_TOGGLE))) //turn off!
|
|
{
|
|
viewlock_exit(self,activator);
|
|
}
|
|
else //turn on
|
|
{
|
|
|
|
if (self->spawnflags & SF_TELEPORT)
|
|
{
|
|
VectorCopy(self->s.origin, activator->s.origin);
|
|
}
|
|
|
|
player->client->ps.stats[STAT_VL_RANGE] = self->radius;
|
|
player->client->ps.stats[STAT_VL_BASE] = self->s.angles[1];
|
|
player->client->ps.stats[STAT_VL_ON] = 1;
|
|
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}*/
|
|
}
|
|
|
|
|
|
|
|
void SP_target_viewlock (edict_t *self)
|
|
{
|
|
if (!self->radius)
|
|
self->radius = 14;
|
|
|
|
self->use = use_target_viewlock;
|
|
self->svflags = SVF_NOCLIENT;
|
|
self->think = viewlock_think;
|
|
|
|
//gi.linkentity (self);
|
|
}
|
|
|
|
|
|
|
|
|
|
void use_target_freeze (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
|
|
edict_t *player;
|
|
|
|
player = &g_edicts[1]; // Gotta be, since this is SP only
|
|
|
|
if (!player || !player->client)
|
|
return;
|
|
|
|
if (player->client->ps.stats[STAT_FREEZE] == 0)
|
|
player->client->ps.stats[STAT_FREEZE] = 1;
|
|
else
|
|
player->client->ps.stats[STAT_FREEZE] = 0;
|
|
|
|
//gi.dprintf("fjdslak\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
void SP_target_freeze (edict_t *self)
|
|
{
|
|
self->use = use_target_freeze;
|
|
self->svflags = SVF_NOCLIENT;
|
|
} |