/* Copyright (C) 1996-2022 id Software LLC This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA See file, 'COPYING', for details. */ //Yoder Sept24 Horde Merge void(float key_item)horde_key_spend; // button and multiple button float BUTTON_KEY_ALWAYS_REQUIRED = 32; void() button_wait; void() button_return; void() button_wait = { self.state = STATE_TOP; self.nextthink = self.ltime + self.wait; self.think = button_return; activator = self.enemy; SUB_UseTargets(); self.frame = 1; // use alternate textures }; void() button_done = { self.state = STATE_BOTTOM; }; void() button_return = { self.state = STATE_DOWN; SUB_CalcMove (self.pos1, self.speed, button_done); self.frame = 0; // use normal textures if (self.health) self.takedamage = DAMAGE_YES; // can be shot again }; void() button_blocked = { // do nothing, just don't ome all the way back out }; void() button_fire = { if (self.state == STATE_UP || self.state == STATE_TOP) return; if(self.items) { sound (self, CHAN_ITEM, self.noise4, 1, ATTN_NORM); if(!(self.spawnflags & BUTTON_KEY_ALWAYS_REQUIRED)) { self.items = 0; } } sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM); self.state = STATE_UP; SUB_CalcMove (self.pos2, self.speed, button_wait); }; void() button_use = { self.enemy = activator; button_fire (); }; void() button_touch = { if (other.classname != "player") { return; } if(time < self.attack_finished) { return; } self.attack_finished = time + 2; if ( (self.items & other.items) != self.items ) { sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); if (self.items == IT_KEY1) { if (self.worldtype == WORLDTYPE_BASE) { centerprint (other, "$qc_need_silver_keycard"); } else if (self.worldtype == WORLDTYPE_METAL) { centerprint (other, "$qc_need_silver_runekey"); } else if (self.worldtype == WORLDTYPE_MEDIEVAL || self.worldtype == WORLDTYPE_HUB) { centerprint (other, "$qc_need_silver_key"); } } else if (self.items == IT_KEY2) { if (self.worldtype == WORLDTYPE_BASE) { centerprint (other, "$qc_need_gold_keycard"); } else if (self.worldtype == WORLDTYPE_METAL) { centerprint (other, "$qc_need_gold_runekey"); } else if (self.worldtype == WORLDTYPE_MEDIEVAL || self.worldtype == WORLDTYPE_HUB) { centerprint (other, "$qc_need_gold_key"); } } return; } else { // Yoder Sept24, 2021 Horde merge if (horde_ent) { horde_key_spend(self.items); self.touch = SUB_Null; } else // standard behavior other.items = other.items - self.items; } self.enemy = other; button_fire (); }; void() button_killed = { self.enemy = damage_attacker; self.health = self.max_health; self.takedamage = DAMAGE_NO; // wil be reset upon return button_fire (); }; /*QUAKED func_button (0 .5 .8) ? When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again. "angle" determines the opening direction "target" all entities with a matching targetname will be used "speed" override the default 40 speed "wait" override the default 1 second wait (-1 = never return) "lip" override the default 4 pixel lip remaining at end of move "health" if set, the button must be killed instead of touched "sounds" 0) steam metal 1) wooden clunk 2) metallic click 3) in-out */ void() func_button = { self.netname = "func_button"; // for bot nav support. SUB_SetWorldtype(); if (self.worldtype == WORLDTYPE_MEDIEVAL || self.worldtype == WORLDTYPE_HUB) { precache_sound ("doors/medtry.wav"); precache_sound ("doors/meduse.wav"); self.noise3 = "doors/medtry.wav"; self.noise4 = "doors/meduse.wav"; } else if (self.worldtype == WORLDTYPE_METAL) { precache_sound ("doors/runetry.wav"); precache_sound ("doors/runeuse.wav"); self.noise3 = "doors/runetry.wav"; self.noise4 = "doors/runeuse.wav"; } else if (self.worldtype == WORLDTYPE_BASE) { precache_sound ("doors/basetry.wav"); precache_sound ("doors/baseuse.wav"); self.noise3 = "doors/basetry.wav"; self.noise4 = "doors/baseuse.wav"; } if (self.sounds == 0) { precache_sound ("buttons/airbut1.wav"); self.noise = "buttons/airbut1.wav"; } if (self.sounds == 1) { precache_sound ("buttons/switch21.wav"); self.noise = "buttons/switch21.wav"; } if (self.sounds == 2) { precache_sound ("buttons/switch02.wav"); self.noise = "buttons/switch02.wav"; } if (self.sounds == 3) { precache_sound ("buttons/switch04.wav"); self.noise = "buttons/switch04.wav"; } self.movetype = MOVETYPE_PUSH; self.solid = SOLID_BSP; setmodel (self, self.model); self.blocked = button_blocked; self.use = button_use; if (self.spawnflags & DOOR_SILVER_KEY) self.items = IT_KEY1; if (self.spawnflags & DOOR_GOLD_KEY) self.items = IT_KEY2; if (self.health) { self.max_health = self.health; self.th_die = button_killed; self.takedamage = DAMAGE_YES; } else self.touch = button_touch; if (!self.speed) self.speed = 40; if (!self.wait) self.wait = 1; if (!self.lip) self.lip = 4; self.state = STATE_BOTTOM; if(self.movedir) { self.pos1 = self.origin; self.pos2 = self.pos1 + self.movedir; self.angles = '0 0 0'; } else { SetMovedir(); self.pos1 = self.origin; self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip); } };