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189 lines
4.7 KiB
C++
189 lines
4.7 KiB
C++
// Copyright (c) ZeniMax Media Inc.
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// Licensed under the GNU General Public License 2.0.
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// g_newtrig.c
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// pmack
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// october 1997
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#include "../g_local.h"
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/*QUAKED info_teleport_destination (.5 .5 .5) (-16 -16 -24) (16 16 32)
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Destination marker for a teleporter.
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*/
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void SP_info_teleport_destination(edict_t *self)
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{
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}
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// unused; broken?
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// constexpr uint32_t SPAWNFLAG_TELEPORT_PLAYER_ONLY = 1;
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// unused
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// constexpr uint32_t SPAWNFLAG_TELEPORT_SILENT = 2;
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// unused
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// constexpr uint32_t SPAWNFLAG_TELEPORT_CTF_ONLY = 4;
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constexpr spawnflags_t SPAWNFLAG_TELEPORT_START_ON = 8_spawnflag;
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/*QUAKED trigger_teleport (.5 .5 .5) ? player_only silent ctf_only start_on
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Any object touching this will be transported to the corresponding
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info_teleport_destination entity. You must set the "target" field,
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and create an object with a "targetname" field that matches.
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If the trigger_teleport has a targetname, it will only teleport
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entities when it has been fired.
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player_only: only players are teleported
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silent: <not used right now>
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ctf_only: <not used right now>
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start_on: when trigger has targetname, start active, deactivate when used.
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*/
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TOUCH(trigger_teleport_touch) (edict_t *self, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
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{
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edict_t *dest;
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if (/*(self->spawnflags & SPAWNFLAG_TELEPORT_PLAYER_ONLY) &&*/ !(other->client))
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return;
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if (self->delay)
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return;
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dest = G_PickTarget(self->target);
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if (!dest)
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{
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gi.Com_Print("Teleport Destination not found!\n");
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return;
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}
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gi.WriteByte(svc_temp_entity);
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gi.WriteByte(TE_TELEPORT_EFFECT);
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gi.WritePosition(other->s.origin);
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gi.multicast(other->s.origin, MULTICAST_PVS, false);
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other->s.origin = dest->s.origin;
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other->s.old_origin = dest->s.origin;
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other->s.origin[2] += 10;
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// clear the velocity and hold them in place briefly
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other->velocity = {};
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if (other->client)
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{
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other->client->ps.pmove.pm_time = 160; // hold time
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other->client->ps.pmove.pm_flags |= PMF_TIME_TELEPORT;
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// draw the teleport splash at source and on the player
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other->s.event = EV_PLAYER_TELEPORT;
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// set angles
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other->client->ps.pmove.delta_angles = dest->s.angles - other->client->resp.cmd_angles;
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other->client->ps.viewangles = {};
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other->client->v_angle = {};
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}
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other->s.angles = {};
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gi.linkentity(other);
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// kill anything at the destination
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KillBox(other, !!other->client);
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// [Paril-KEX] move sphere, if we own it
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if (other->client && other->client->owned_sphere)
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{
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edict_t *sphere = other->client->owned_sphere;
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sphere->s.origin = other->s.origin;
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sphere->s.origin[2] = other->absmax[2];
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sphere->s.angles[YAW] = other->s.angles[YAW];
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gi.linkentity(sphere);
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}
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}
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USE(trigger_teleport_use) (edict_t *self, edict_t *other, edict_t *activator) -> void
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{
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if (self->delay)
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self->delay = 0;
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else
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self->delay = 1;
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}
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void SP_trigger_teleport(edict_t *self)
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{
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if (!self->wait)
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self->wait = 0.2f;
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self->delay = 0;
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if (self->targetname)
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{
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self->use = trigger_teleport_use;
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if (!self->spawnflags.has(SPAWNFLAG_TELEPORT_START_ON))
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self->delay = 1;
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}
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self->touch = trigger_teleport_touch;
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self->solid = SOLID_TRIGGER;
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self->movetype = MOVETYPE_NONE;
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if (self->s.angles)
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G_SetMovedir(self->s.angles, self->movedir);
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gi.setmodel(self, self->model);
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gi.linkentity(self);
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}
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// ***************************
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// TRIGGER_DISGUISE
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// ***************************
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/*QUAKED trigger_disguise (.5 .5 .5) ? TOGGLE START_ON REMOVE
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Anything passing through this trigger when it is active will
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be marked as disguised.
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TOGGLE - field is turned off and on when used. (Paril N.B.: always the case)
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START_ON - field is active when spawned.
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REMOVE - field removes the disguise
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*/
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// unused
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// constexpr uint32_t SPAWNFLAG_DISGUISE_TOGGLE = 1;
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constexpr spawnflags_t SPAWNFLAG_DISGUISE_START_ON = 2_spawnflag;
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constexpr spawnflags_t SPAWNFLAG_DISGUISE_REMOVE = 4_spawnflag;
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TOUCH(trigger_disguise_touch) (edict_t *self, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
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{
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if (other->client)
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{
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if (self->spawnflags.has(SPAWNFLAG_DISGUISE_REMOVE))
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other->flags &= ~FL_DISGUISED;
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else
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other->flags |= FL_DISGUISED;
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}
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}
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USE(trigger_disguise_use) (edict_t *self, edict_t *other, edict_t *activator) -> void
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{
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if (self->solid == SOLID_NOT)
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self->solid = SOLID_TRIGGER;
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else
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self->solid = SOLID_NOT;
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gi.linkentity(self);
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}
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void SP_trigger_disguise(edict_t *self)
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{
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if (!level.disguise_icon)
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level.disguise_icon = gi.imageindex("i_disguise");
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if (self->spawnflags.has(SPAWNFLAG_DISGUISE_START_ON))
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self->solid = SOLID_TRIGGER;
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else
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self->solid = SOLID_NOT;
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self->touch = trigger_disguise_touch;
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self->use = trigger_disguise_use;
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self->movetype = MOVETYPE_NONE;
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self->svflags = SVF_NOCLIENT;
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gi.setmodel(self, self->model);
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gi.linkentity(self);
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}
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