mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-15 00:42:06 +00:00
139 lines
2.8 KiB
C++
139 lines
2.8 KiB
C++
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// button and multiple button
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void() button_wait;
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void() button_return;
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void() button_wait =
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{
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self.state = STATE_TOP;
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self.nextthink = self.ltime + self.wait;
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self.think = button_return;
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activator = self.enemy;
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SUB_UseTargets();
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self.frame = 1; // use alternate textures
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};
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void() button_done =
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{
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self.state = STATE_BOTTOM;
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};
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void() button_return =
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{
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self.state = STATE_DOWN;
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SUB_CalcMove (self.pos1, self.speed, button_done);
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self.frame = 0; // use normal textures
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if (self.health)
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self.takedamage = DAMAGE_YES; // can be shot again
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};
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void() button_blocked =
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{ // do nothing, just don't ome all the way back out
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};
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void() button_fire =
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{
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if (self.state == STATE_UP || self.state == STATE_TOP)
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return;
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sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
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self.state = STATE_UP;
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SUB_CalcMove (self.pos2, self.speed, button_wait);
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};
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void() button_use =
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{
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self.enemy = activator;
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button_fire ();
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};
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void() button_touch =
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{
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if (other.classname != "player")
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return;
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self.enemy = other;
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button_fire ();
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};
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void() button_killed =
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{
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self.enemy = damage_attacker;
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self.health = self.max_health;
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self.takedamage = DAMAGE_NO; // wil be reset upon return
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button_fire ();
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};
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/*QUAKED func_button (0 .5 .8) ?
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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.
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"angle" determines the opening direction
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"target" all entities with a matching targetname will be used
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"speed" override the default 40 speed
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"wait" override the default 1 second wait (-1 = never return)
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"lip" override the default 4 pixel lip remaining at end of move
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"health" if set, the button must be killed instead of touched
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"sounds"
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0) steam metal
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1) wooden clunk
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2) metallic click
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3) in-out
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*/
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void() func_button =
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{
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switch (self.sounds)
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{
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case 0:
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precache_sound ("buttons/airbut1.wav");
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self.noise = "buttons/airbut1.wav";
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break;
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case 1:
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precache_sound ("buttons/switch21.wav");
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self.noise = "buttons/switch21.wav";
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break;
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case 2:
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precache_sound ("buttons/switch02.wav");
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self.noise = "buttons/switch02.wav";
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break;
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case 3:
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precache_sound ("buttons/switch04.wav");
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self.noise = "buttons/switch04.wav";
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break;
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}
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SetMovedir ();
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self.movetype = MOVETYPE_PUSH;
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self.solid = SOLID_BSP;
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setmodel (self, self.model);
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self.blocked = button_blocked;
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self.use = button_use;
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if (self.health)
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{
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self.max_health = self.health;
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self.th_die = button_killed;
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self.takedamage = DAMAGE_YES;
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}
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else
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self.touch = button_touch;
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if (!self.speed)
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self.speed = 40;
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if (!self.wait)
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self.wait = 1;
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if (!self.lip)
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self.lip = 4;
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self.state = STATE_BOTTOM;
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self.pos1 = self.origin;
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self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip);
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};
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