mirror of
https://github.com/id-Software/quake-rerelease-qc.git
synced 2024-11-21 20:10:55 +00:00
1060 lines
No EOL
24 KiB
C++
1060 lines
No EOL
24 KiB
C++
/* Copyright (C) 1996-2022 id Software LLC
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(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. See the
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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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See file, 'COPYING', for details.
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*/
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// Yoder Sept 24 2021 Horde merge
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float COUNTER_LOOPS = 2; // so counters can loop back to the start again
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float MONSTER_ONLY = 8; // for trigger_hurt
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void() trigger_reactivate =
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{
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self.solid = SOLID_TRIGGER;
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};
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//=============================================================================
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// the wait time has passed, so set back up for another activation
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void() multi_wait =
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{
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if (self.max_health)
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{
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self.health = self.max_health;
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self.takedamage = DAMAGE_YES;
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self.solid = SOLID_BBOX;
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}
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};
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// the trigger was just touched/killed/used
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// self.enemy should be set to the activator so it can be held through a delay
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// so wait for the delay time before firing
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void() multi_trigger =
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{
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if (self.nextthink > time)
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{
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return; // allready been triggered
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}
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if (self.classname == "trigger_secret")
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{
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if (self.enemy.classname != "player")
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return;
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found_secrets = found_secrets + 1;
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WriteByte (MSG_ALL, SVC_FOUNDSECRET);
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msg_entity = self.enemy;
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WriteByte (MSG_ONE, SVC_ACHIEVEMENT);
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WriteString(MSG_ONE, "ACH_FIND_SECRET");
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}
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if (self.noise)
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sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
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// don't trigger again until reset
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self.takedamage = DAMAGE_NO;
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activator = self.enemy;
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SUB_UseTargets();
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if (self.wait > 0)
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{
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self.think = multi_wait;
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self.nextthink = time + self.wait;
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}
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else
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{ // we can't just remove (self) here, because this is a touch function
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// called wheil C code is looping through area links...
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self.touch = SUB_Null;
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self.nextthink = time + 0.1;
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self.think = SUB_Remove;
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}
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};
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void() multi_killed =
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{
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self.enemy = damage_attacker;
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multi_trigger();
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};
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void() multi_use =
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{
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self.enemy = activator;
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multi_trigger();
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};
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void() multi_touch =
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{
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if (other.classname != "player")
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return;
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// if the trigger has an angles field, check player's facing direction
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if (self.movedir != '0 0 0')
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{
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makevectors (other.angles);
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if (v_forward * self.movedir < 0)
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return; // not facing the right way
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}
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self.enemy = other;
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multi_trigger ();
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};
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/*QUAKED trigger_multiple (.5 .5 .5) ? notouch
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Variable sized repeatable trigger. Must be targeted at one or more entities. If "health" is set, the trigger must be killed to activate each time.
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If "delay" is set, the trigger waits some time after activating before firing.
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"wait" : Seconds between triggerings. (.2 default)
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If notouch is set, the trigger is only fired by other entities, not by touching.
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NOTOUCH has been obsoleted by trigger_relay!
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sounds
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1) secret
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2) beep beep
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3) large switch
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4)
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set "message" to text string
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*/
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void() trigger_multiple =
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{
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INHIBIT_COOP
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self.netname = "trigger_multiple"; // for bot nav support.
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if (self.sounds == 1)
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{
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precache_sound ("misc/secret.wav");
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self.noise = "misc/secret.wav";
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}
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else if (self.sounds == 2)
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{
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precache_sound ("misc/talk.wav");
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self.noise = "misc/talk.wav";
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}
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else if (self.sounds == 3)
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{
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precache_sound ("misc/trigger1.wav");
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self.noise = "misc/trigger1.wav";
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}
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self.sounds = 0;
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if(self.spawnflags & SPAWNFLAG_TRIGGER_FIRST)
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{
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self.use = trigger_multiple;
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self.spawnflags &~= SPAWNFLAG_TRIGGER_FIRST;
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return;
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}
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if (!self.wait)
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self.wait = 0.2;
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self.use = multi_use;
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InitTrigger ();
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if (self.health)
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{
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if (self.spawnflags & SPAWNFLAG_NOTOUCH)
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objerror ("health and notouch don't make sense\n");
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self.max_health = self.health;
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self.th_die = multi_killed;
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self.takedamage = DAMAGE_YES;
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self.solid = SOLID_BBOX;
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setorigin (self, self.origin); // make sure it links into the world
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}
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else
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{
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if ( !(self.spawnflags & SPAWNFLAG_NOTOUCH) )
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{
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self.touch = multi_touch;
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}
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}
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};
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/*QUAKED trigger_once (.5 .5 .5) ? notouch
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Variable sized trigger. Triggers once, then removes itself. You must set the key "target" to the name of another object in the level that has a matching
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"targetname". If "health" is set, the trigger must be killed to activate.
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If notouch is set, the trigger is only fired by other entities, not by touching.
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if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired.
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if "angle" is set, the trigger will only fire when someone is facing the direction of the angle. Use "360" for an angle of 0.
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sounds
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1) secret
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2) beep beep
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3) large switch
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4)
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set "message" to text string
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*/
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void() trigger_once =
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{
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self.wait = -1;
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trigger_multiple();
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self.netname = "trigger_once"; // for bot nav support.
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};
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//=============================================================================
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/*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
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This fixed size trigger cannot be touched, it can only be fired by other events. It can contain killtargets, targets, delays, and messages.
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*/
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void() trigger_relay =
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{
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INHIBIT_COOP
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if (RemovedOutsideCoop()) return;
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self.use = SUB_UseTargets;
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};
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//=============================================================================
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/*QUAKED trigger_secret (.5 .5 .5) ?
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secret counter trigger
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sounds
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1) secret
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2) beep beep
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3)
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4)
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set "message" to text string
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*/
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void() trigger_secret =
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{
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INHIBIT_COOP
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total_secrets = total_secrets + 1;
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self.wait = -1;
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if (!self.message)
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self.message = "$qc_found_secret";
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if (!self.sounds)
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self.sounds = 1;
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if (self.sounds == 1)
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{
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precache_sound ("misc/secret.wav");
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self.noise = "misc/secret.wav";
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}
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else if (self.sounds == 2)
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{
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precache_sound ("misc/talk.wav");
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self.noise = "misc/talk.wav";
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}
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trigger_multiple ();
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};
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//=============================================================================
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void() counter_use =
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{
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self.count = self.count - 1;
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if (self.count < 0)
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return;
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if (self.count != 0)
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{
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if (activator.classname == "player"
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&& (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
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{
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if (self.count >= 4)
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{
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centerprint_all ("$qc_more_go");
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}
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else if (self.count == 3)
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{
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centerprint_all ("$qc_three_more");
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}
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else if (self.count == 2)
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{
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centerprint_all ("$qc_two_more");
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}
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else
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{
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centerprint_all ("$qc_one_more");
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}
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}
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return;
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}
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if (activator.classname == "player" && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
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{
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centerprint_all("$qc_sequence_completed");
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}
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self.enemy = activator;
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// yoder Sept24, 2021, Horde Merge
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if (self.spawnflags & COUNTER_LOOPS)
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self.count = self.wait;
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multi_trigger ();
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};
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/*QUAKED trigger_counter (.5 .5 .5) ? nomessage message_all
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Acts as an intermediary for an action that takes multiple inputs.
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If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished.
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After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
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*/
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void() trigger_counter =
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{
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INHIBIT_COOP
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if (RemovedOutsideCoop()) return;
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// Yoder Sept24, 2021 Horde Merge
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// .count is decremented each use and fires its targets on 0
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// .wait stores the original .count and restores to this if COUNTER_LOOPS
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if (!self.count)
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self.count = 2;
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if (!self.wait)
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self.wait = self.count;
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self.use = counter_use;
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};
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//=============================================================================
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void() counter_timed_think =
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{
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self.count = self.cnt;
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}
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void() counter_timed_use =
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{
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self.count = self.count - 1;
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if (self.count < 0)
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return;
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self.nextthink = time + self.delay;
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if (self.count != 0)
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{
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if (activator.classname == "player"
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&& (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
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{
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if (self.count >= 4)
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{
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centerprint_all ("$qc_more_go");
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}
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else if (self.count == 3)
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{
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centerprint_all ("$qc_three_more");
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}
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else if (self.count == 2)
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{
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centerprint_all ("$qc_two_more");
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}
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else
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{
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centerprint_all ("$qc_one_more");
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}
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}
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return;
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}
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if (activator.classname == "player" && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
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{
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centerprint_all("$qc_sequence_completed");
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}
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self.enemy = activator;
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self.delay = 0;
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self.nextthink = -1;
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self.think = SUB_Null;
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multi_trigger ();
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remove(self);
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};
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/*QUAKED trigger_counter_timed (.5 .5 .5) ? nomessage message_all
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Acts as an intermediary for an action that takes multiple inputs.
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If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished.
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After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
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*/
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void() trigger_counter_timed =
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{
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INHIBIT_COOP
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if (RemovedOutsideCoop()) return;
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self.wait = -1;
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if (!self.count)
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self.count = 2;
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if (!self.delay)
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self.delay = 2;
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self.cnt = self.count;
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self.use = counter_timed_use;
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self.think = counter_timed_think;
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};
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/*
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==============================================================================
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TELEPORT TRIGGERS
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==============================================================================
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*/
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float PLAYER_ONLY = 1;
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float SILENT = 2;
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float IGNORE_TARGETNAME = 4;
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void() play_teleport =
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{
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local float v;
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local string tmpstr;
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v = random() * 5;
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if (v < 1)
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tmpstr = "misc/r_tele1.wav";
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else if (v < 2)
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tmpstr = "misc/r_tele2.wav";
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else if (v < 3)
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tmpstr = "misc/r_tele3.wav";
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else if (v < 4)
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tmpstr = "misc/r_tele4.wav";
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else
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tmpstr = "misc/r_tele5.wav";
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sound (self, CHAN_VOICE, tmpstr, 1, ATTN_NORM);
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remove (self);
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};
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void(vector org) spawn_tfog =
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{
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entity s = spawn ();
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s.origin = org;
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s.nextthink = time + 0.2;
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s.think = play_teleport;
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, TE_TELEPORT);
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WriteCoord (MSG_BROADCAST, org_x);
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WriteCoord (MSG_BROADCAST, org_y);
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WriteCoord (MSG_BROADCAST, org_z);
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};
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void(vector org) spawn_tfog_silent =
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{
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, TE_TELEPORT);
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WriteCoord (MSG_BROADCAST, org_x);
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WriteCoord (MSG_BROADCAST, org_y);
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WriteCoord (MSG_BROADCAST, org_z);
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};
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void() tdeath_touch =
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{
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if (other == self.owner)
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return;
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// frag anyone who teleports in on top of an invincible player
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if (other.classname == "player")
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{
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if (other.invincible_finished > time)
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self.classname = "teledeath2";
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if (self.owner.classname != "player")
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{ // other monsters explode themselves
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T_Damage (self.owner, self, self, 50000);
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return;
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}
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}
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if (other.health)
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{
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T_Damage (other, self, self, 50000);
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}
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};
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// Yoder sept24 2021 horde merge
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// a faster version of tdeath to minimize telefragging
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void(vector org, entity death_owner) spawn_tdeath_fast =
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{
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local entity death;
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death = spawn();
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death.classname = "teledeath";
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death.movetype = MOVETYPE_NONE;
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death.solid = SOLID_TRIGGER;
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death.angles = '0 0 0';
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setsize (death, death_owner.mins - '1 1 1', death_owner.maxs + '1 1 1');
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setorigin (death, org);
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death.touch = tdeath_touch;
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death.nextthink = time + 0.01;
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death.think = SUB_Remove;
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death.owner = death_owner;
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force_retouch = 2; // make sure even still objects get hit
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};
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void(vector org, entity death_owner) spawn_tdeath =
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{
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local entity death;
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death = spawn();
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death.classname = "teledeath";
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death.movetype = MOVETYPE_NONE;
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death.solid = SOLID_TRIGGER;
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death.angles = '0 0 0';
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setsize (death, death_owner.mins - '1 1 1', death_owner.maxs + '1 1 1');
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setorigin (death, org);
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death.touch = tdeath_touch;
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death.nextthink = time + 0.2;
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death.think = SUB_Remove;
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death.owner = death_owner;
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force_retouch = 2; // make sure even still objects get hit
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};
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void() teleport_touch =
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{
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local entity t;
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local vector org;
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if (self.targetname && (self.spawnflags & IGNORE_TARGETNAME) == 0)
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{
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if (self.nextthink < time)
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{
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return; // not fired yet
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}
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}
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if (self.spawnflags & PLAYER_ONLY)
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{
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if (other.classname != "player")
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return;
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}
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// only teleport living creatures
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if (other.health <= 0 || other.solid != SOLID_SLIDEBOX)
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return;
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SUB_UseTargets ();
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// put a tfog where the player was
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spawn_tfog (other.origin);
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t = find (world, targetname, self.target);
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if (!t)
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objerror ("couldn't find target");
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// spawn a tfog flash in front of the destination
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makevectors (t.mangle);
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org = t.origin + 32 * v_forward;
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spawn_tfog (org);
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spawn_tdeath(t.origin, other);
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// move the player and lock him down for a little while
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if (!other.health)
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{
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other.origin = t.origin;
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other.velocity = (v_forward * other.velocity_x) + (v_forward * other.velocity_y);
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return;
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}
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|
|
setorigin (other, t.origin);
|
|
other.angles = t.mangle;
|
|
if (other.classname == "player")
|
|
{
|
|
other.fixangle = 1; // turn this way immediately
|
|
other.teleport_time = time + 0.7;
|
|
if (other.flags & FL_ONGROUND)
|
|
other.flags = other.flags - FL_ONGROUND;
|
|
other.velocity = v_forward * 300;
|
|
if(!coop && !deathmatch)
|
|
{
|
|
FogPushSettingsFrom(other, t, 0);
|
|
}
|
|
}
|
|
other.flags = other.flags - other.flags & FL_ONGROUND;
|
|
};
|
|
|
|
/*QUAKED info_teleport_destination (.5 .5 .5) (-8 -8 -8) (8 8 32)
|
|
This is the destination marker for a teleporter. It should have a "targetname" field with the same value as a teleporter's "target" field.
|
|
*/
|
|
void() info_teleport_destination =
|
|
{
|
|
self.netname = "info_teleport_destination"; // for bot nav support.
|
|
// this does nothing, just serves as a target spot
|
|
self.mangle = self.angles;
|
|
self.angles = '0 0 0';
|
|
self.model = "";
|
|
self.origin = self.origin + '0 0 27';
|
|
if (!self.targetname)
|
|
objerror ("no targetname");
|
|
};
|
|
|
|
void() teleport_use =
|
|
{
|
|
self.nextthink = time + 0.2;
|
|
force_retouch = 2; // make sure even still objects get hit
|
|
self.think = SUB_Null;
|
|
};
|
|
|
|
/*QUAKED trigger_teleport (.5 .5 .5) ? PLAYER_ONLY SILENT
|
|
Any object touching this will be transported to the corresponding info_teleport_destination entity. You must set the "target" field, and create an object with a "targetname" field that matches.
|
|
|
|
If the trigger_teleport has a targetname, it will only teleport entities when it has been fired.
|
|
*/
|
|
void() trigger_teleport =
|
|
{
|
|
self.netname = "trigger_teleport"; // for bot nav support.
|
|
local vector o;
|
|
|
|
InitTrigger ();
|
|
self.touch = teleport_touch;
|
|
// find the destination
|
|
if (!self.target)
|
|
objerror ("no target");
|
|
self.use = teleport_use;
|
|
|
|
if (!(self.spawnflags & SILENT))
|
|
{
|
|
precache_sound ("ambience/hum1.wav");
|
|
o = (self.mins + self.maxs)*0.5;
|
|
ambientsound (o, "ambience/hum1.wav",0.5 , ATTN_STATIC);
|
|
}
|
|
};
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
trigger_setskill
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
void() trigger_skill_touch =
|
|
{
|
|
if (other.classname != "player")
|
|
return;
|
|
|
|
cvar_set ("skill", self.message);
|
|
};
|
|
|
|
/*QUAKED trigger_setskill (.5 .5 .5) ?
|
|
sets skill level to the value of "message".
|
|
Only used on start map.
|
|
*/
|
|
void() trigger_setskill =
|
|
{
|
|
InitTrigger ();
|
|
self.touch = trigger_skill_touch;
|
|
};
|
|
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
ONLY REGISTERED TRIGGERS
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
void() trigger_onlyregistered_touch =
|
|
{
|
|
if (other.classname != "player")
|
|
return;
|
|
if (self.attack_finished > time)
|
|
return;
|
|
|
|
self.attack_finished = time + 2;
|
|
if (cvar("registered"))
|
|
{
|
|
self.message = "";
|
|
SUB_UseTargets ();
|
|
remove (self);
|
|
}
|
|
else
|
|
{
|
|
if (self.message != "")
|
|
{
|
|
centerprint (other, self.message); // Ingame message, localized
|
|
sound (other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM);
|
|
}
|
|
}
|
|
};
|
|
|
|
/*QUAKED trigger_onlyregistered (.5 .5 .5) ?
|
|
Only fires if playing the registered version, otherwise prints the message
|
|
*/
|
|
void() trigger_onlyregistered =
|
|
{
|
|
precache_sound ("misc/talk.wav");
|
|
InitTrigger ();
|
|
self.touch = trigger_onlyregistered_touch;
|
|
};
|
|
|
|
//============================================================================
|
|
|
|
void hurt_use()
|
|
{
|
|
self.state = 1 - self.state;
|
|
}
|
|
|
|
void() hurt_on =
|
|
{
|
|
self.solid = SOLID_TRIGGER;
|
|
self.nextthink = -1;
|
|
};
|
|
|
|
void() hurt_touch =
|
|
{
|
|
if(self.state) return;
|
|
if (other.takedamage)
|
|
{
|
|
// Yoder Sept24 2021 Horde merge
|
|
// allows for monster-only hurt volumes
|
|
if ((self.spawnflags & MONSTER_ONLY) && !(other.flags & FL_MONSTER))
|
|
return;
|
|
|
|
self.solid = SOLID_NOT;
|
|
T_Damage (other, self, self, self.dmg);
|
|
self.think = hurt_on;
|
|
self.nextthink = time + self.wait;
|
|
}
|
|
};
|
|
|
|
/*QUAKED trigger_hurt (.5 .5 .5) ?
|
|
Any object touching this will be hurt
|
|
set dmg to damage amount
|
|
defalt dmg = 5
|
|
*/
|
|
void() trigger_hurt =
|
|
{
|
|
self.netname = "trigger_hurt"; // for bot nav support.
|
|
InitTrigger ();
|
|
self.touch = hurt_touch;
|
|
if (!self.dmg)
|
|
self.dmg = 5;
|
|
if (!self.wait)
|
|
self.wait = 1;
|
|
if(self.spawnflags & START_OFF)
|
|
{
|
|
self.state = 1;
|
|
}
|
|
self.use = hurt_use;
|
|
};
|
|
|
|
//============================================================================
|
|
|
|
float PUSH_ONCE = 1;
|
|
float ADDITIVE_PUSH = 2;
|
|
float PUSH_START_OFF = 4;
|
|
|
|
void() trigger_push_touch =
|
|
{
|
|
// yoder Sept 24 2021 horde merge
|
|
|
|
if (horde_ent)
|
|
{
|
|
if (other.spawnflags & PUSH_START_OFF) // ignore this spawnflag in horde mode
|
|
other.spawnflags-= PUSH_START_OFF;
|
|
|
|
if ((other.classname != "player"))
|
|
{
|
|
if ((other.classname == "item_artifact_invulnerability") || (other.classname == "item_artifact_super_damage"))
|
|
{
|
|
if (self.spawnflags & ADDITIVE_PUSH)
|
|
other.velocity = other.velocity + (self.speed * self.movedir * 10 * frametime);
|
|
else
|
|
other.velocity = self.speed * self.movedir * 10;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (other.health > 0 || other.classname == "grenade")
|
|
{
|
|
if(other.flags & FL_INSHELTER) return;
|
|
|
|
if (self.spawnflags & ADDITIVE_PUSH) // yoder add, Jan 28 2021
|
|
other.velocity = other.velocity + self.speed * self.movedir * 10 * frametime;
|
|
else
|
|
other.velocity = self.speed * self.movedir * 10;
|
|
if (other.classname == "player")
|
|
{
|
|
if (other.fly_sound < time)
|
|
{
|
|
other.fly_sound = time + 1.5;
|
|
sound (other, CHAN_AUTO, "ambience/windfly.wav", 1, ATTN_NORM);
|
|
}
|
|
}
|
|
if(other.flags & FL_MONSTER) other.flags (-) FL_ONGROUND; //If a monster walks inside a trigger_push, make it fly
|
|
}
|
|
if (self.spawnflags & PUSH_ONCE)
|
|
remove(self);
|
|
};
|
|
|
|
void() trigger_push_use =
|
|
{
|
|
if(self.solid == SOLID_TRIGGER)
|
|
{
|
|
dprint("trigger_push: switched off\n");
|
|
self.solid = SOLID_NOT;
|
|
}
|
|
else
|
|
{
|
|
dprint("trigger_push: switched on\n");
|
|
self.solid = SOLID_TRIGGER;
|
|
force_retouch = 1;
|
|
}
|
|
}
|
|
|
|
/*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE ADDITIVE_PUSH START_OFF
|
|
Pushes the player
|
|
*/
|
|
void() trigger_push =
|
|
{
|
|
self.netname = "trigger_push"; // for bot nav support.
|
|
InitTrigger ();
|
|
precache_sound ("ambience/windfly.wav");
|
|
self.touch = trigger_push_touch;
|
|
self.use = trigger_push_use;
|
|
if(self.spawnflags & PUSH_START_OFF) self.solid = SOLID_NOT;
|
|
if (!self.speed)
|
|
self.speed = 1000;
|
|
};
|
|
|
|
// =================================================================
|
|
|
|
const float SHELTER_FLIPPED = 1;
|
|
|
|
void() trigger_shelter_portal_touch =
|
|
{
|
|
if (other.health > 0 || other.classname == "grenade")
|
|
{
|
|
vector offs = other.origin - self.pos1;
|
|
float dot = offs * self.pos2;
|
|
if(dot >= 0)
|
|
{
|
|
other.flags (+) FL_INSHELTER;
|
|
}
|
|
else
|
|
{
|
|
other.flags (-) FL_INSHELTER;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*QUAKED trigger_shelter (.5 .5 .5)
|
|
Shelters the player from pushes
|
|
*/
|
|
void() trigger_shelter_portal =
|
|
{
|
|
InitTrigger ();
|
|
self.touch = trigger_shelter_portal_touch;
|
|
self.pos1 = self.mins + (self.size * 0.5);
|
|
if(self.size_x < self.size_y)
|
|
{
|
|
if(self.size_x < self.size_z)
|
|
self.pos2 = '1 0 0';
|
|
else
|
|
self.pos2 = '0 0 1';
|
|
}
|
|
else
|
|
{
|
|
if(self.size_y < self.size_z)
|
|
self.pos2 = '0 1 0';
|
|
else
|
|
self.pos2 = '0 0 1';
|
|
}
|
|
|
|
if(self.spawnflags & SHELTER_FLIPPED) self.pos2 *= -1;
|
|
};
|
|
|
|
//============================================================================
|
|
|
|
void() trigger_monsterjump_touch =
|
|
{
|
|
if ( other.flags & (FL_MONSTER | FL_FLY | FL_SWIM) != FL_MONSTER )
|
|
return;
|
|
|
|
// yoder add, July 10th 2020
|
|
// making it so trigger_monsterjump's with spawnflag 8 only affect mosnters with spawnflag 8
|
|
if (self.spawnflags & 64)
|
|
{
|
|
if (!(other.spawnflags & 64))
|
|
{
|
|
dprint("monster didn't have spawnflag 8!\n");
|
|
return;
|
|
}
|
|
}
|
|
|
|
// set XY even if not on ground, so the jump will clear lips
|
|
other.velocity_x = self.movedir_x * self.speed;
|
|
other.velocity_y = self.movedir_y * self.speed;
|
|
|
|
if ( !(other.flags & FL_ONGROUND) )
|
|
return;
|
|
|
|
other.flags = other.flags - FL_ONGROUND;
|
|
|
|
other.velocity_z = self.height;
|
|
};
|
|
|
|
/*QUAKED trigger_monsterjump (.5 .5 .5) ?
|
|
Walking monsters that touch this will jump in the direction of the trigger's angle
|
|
"speed" default to 200, the speed thrown forward
|
|
"height" default to 200, the speed thrown upwards
|
|
*/
|
|
void() trigger_monsterjump =
|
|
{
|
|
if (!self.speed)
|
|
self.speed = 200;
|
|
if (!self.height)
|
|
self.height = 200;
|
|
if (self.angles == '0 0 0')
|
|
self.angles = '0 360 0';
|
|
InitTrigger ();
|
|
self.touch = trigger_monsterjump_touch;
|
|
};
|
|
|
|
//============================================================================
|
|
const float NO_DAMAGE = 1;
|
|
void() trigger_explosion_activate =
|
|
{
|
|
self.delay = 0;
|
|
SUB_UseTargets ();
|
|
|
|
if (!(self.spawnflags & NO_DAMAGE))
|
|
T_RadiusDamage (self, self.owner, 120, self);
|
|
|
|
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
|
|
WriteByte (MSG_BROADCAST, TE_EXPLOSION);
|
|
WriteCoord (MSG_BROADCAST, self.origin_x);
|
|
WriteCoord (MSG_BROADCAST, self.origin_y);
|
|
WriteCoord (MSG_BROADCAST, self.origin_z);
|
|
|
|
BecomeExplosion();
|
|
}
|
|
|
|
void() trigger_explosion_use =
|
|
{
|
|
if(self.delay > 0)
|
|
{
|
|
self.think = trigger_explosion_activate;
|
|
self.nextthink = time + self.delay;
|
|
}
|
|
else
|
|
{
|
|
trigger_explosion_activate();
|
|
}
|
|
}
|
|
|
|
void() trigger_explosion =
|
|
{
|
|
INHIBIT_COOP
|
|
if (RemovedOutsideCoop()) return;
|
|
|
|
self.use = trigger_explosion_use;
|
|
};
|
|
|
|
// ======================================================
|
|
float REPEATER_ON = 1;
|
|
void() repeater_think =
|
|
{
|
|
SUB_UseTargets();
|
|
self.nextthink = time + self.wait + (self.pausetime * random());
|
|
};
|
|
|
|
void() repeater_use =
|
|
{
|
|
if (self.spawnflags & REPEATER_ON)
|
|
{
|
|
// turn off
|
|
self.spawnflags = self.spawnflags - REPEATER_ON;
|
|
self.nextthink = 0;
|
|
self.think = SUB_Null;
|
|
}
|
|
else
|
|
{
|
|
// turn on
|
|
self.spawnflags = self.spawnflags + REPEATER_ON;
|
|
self.nextthink = time + self.wait + (self.pausetime * random());
|
|
self.think = repeater_think;
|
|
}
|
|
};
|
|
|
|
void() trigger_repeater =
|
|
{
|
|
INHIBIT_COOP
|
|
if (RemovedOutsideCoop()) return;
|
|
|
|
if (!self.wait)
|
|
{
|
|
self.wait = 1;
|
|
}
|
|
self.use = repeater_use;
|
|
if (self.spawnflags & REPEATER_ON)
|
|
{
|
|
self.nextthink = time + self.wait + (self.pausetime * random());
|
|
self.think = repeater_think;
|
|
}
|
|
else
|
|
{
|
|
self.nextthink = 0;
|
|
self.think = SUB_Null;
|
|
}
|
|
};
|
|
|
|
// ======================================================
|
|
/*QUAKED trigger_multitouch (.5 .5 .5) ?
|
|
A trigger that fires its targets on "first touch", "emptied" or both
|
|
|
|
YODER Feb08, 2022
|
|
*/
|
|
float IGNORE_FIRST_TOUCH = 16;
|
|
float IGNORE_EMPTIED = 32;
|
|
|
|
void() trigger_multitouch_think =
|
|
{
|
|
bprint("untouched\n");
|
|
self.wait = 0;
|
|
if (!(self.spawnflags & IGNORE_EMPTIED))
|
|
SUB_UseTargets();
|
|
};
|
|
|
|
void() trigger_multitouch_touch =
|
|
{
|
|
if (other.classname != "player")
|
|
return;
|
|
if (other.health <= 0)
|
|
return;
|
|
|
|
if (self.wait == 0) // first touch?
|
|
{
|
|
self.wait = 1;
|
|
bprint(" first touch\n");
|
|
if (!(self.spawnflags & IGNORE_FIRST_TOUCH))
|
|
SUB_UseTargets();
|
|
}
|
|
|
|
// think
|
|
self.think = trigger_multitouch_think;
|
|
self.nextthink = time + 0.2;
|
|
};
|
|
|
|
void() trigger_multitouch =
|
|
{
|
|
InitTrigger ();
|
|
self.touch = trigger_multitouch_touch;
|
|
self.wait = 0; // 0 is empty, 1 is touched
|
|
}; |