mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-26 22:02:20 +00:00
449 lines
8 KiB
C++
449 lines
8 KiB
C++
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/*
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server/entities/func.qc
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Source file for func_* map entities.
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Copyright (C) 2021-2023 NZ:P Team
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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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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// =================================
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// func_illusionary
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// =================================
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void() func_illusionary =
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{
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self.angles = '0 0 0';
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self.movetype = MOVETYPE_NONE;
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self.solid = SOLID_NOT;
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setmodel (self, self.model);
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#ifdef FTE
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HalfLife_DoRender();
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#endif // FTE
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};
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// =================================
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// func_detail
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// =================================
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void() func_detail =
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{
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self.angles = '0 0 0';
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self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
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self.solid = SOLID_BSP;
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setmodel (self, self.model);
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#ifdef FTE
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HalfLife_DoRender();
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#endif // FTE
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};
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void() func_wall = { func_detail(); }
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// =================================
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// func_rotating
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// =================================
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.vector spawnorigin;
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void () hl_rotating =
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{
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float mvspd, realmvspd;
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mvspd = 180;
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if (!self.speed)
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realmvspd = 300;
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else
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realmvspd = self.speed;
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if (self.spawnflags & 2)
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mvspd *= -1;
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if (self.spawnflags & 4)
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self.pos1_z += mvspd;
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else if (self.spawnflags & 8)
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self.pos1_x += mvspd;
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else {
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self.pos1_y += mvspd;
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}
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SUB_CalcAngleMove (self.pos1, realmvspd, hl_rotating);
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};
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void () func_rotating_use =
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{
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if (self.electro_targeted == 0) {
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hl_rotating();
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self.electro_targeted = 1;
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} else {
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self.avelocity = '0 0 0';
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self.think = SUB_Null;
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self.electro_targeted = 0;
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}
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};
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void() rot_crush =
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{
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DamageHandler(self, other, 1, S_ZOMBIE);
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}
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void () func_rotating =
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{
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self.angles = '0 0 0';
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self.movetype = MOVETYPE_PUSH;
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#ifdef FTE
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HalfLife_DoRender();
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#endif // FTE
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self.blocked = rot_crush;
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if (self.spawnflags & 64)
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self.solid = 0;
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else
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self.solid = 4;
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setmodel(self, self.model);
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if (self.spawnflags & 1) { // start on
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func_rotating_use();
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}
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self.use = func_rotating_use;
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if (self.spawnorigin != '0 0 0')
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setorigin(self, self.spawnorigin);
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};
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// =================================
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// func_train
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// =================================
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.float dmg;
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void() train_next;
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void() func_train_find;
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void() train_blocked =
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{
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if (time < self.death_timer)
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return;
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self.death_timer = time + 0.5;
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DamageHandler(self, other, self.dmg, S_ZOMBIE);
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};
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void() train_use =
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{
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if (self.think != func_train_find)
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return; // already activated
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train_next();
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};
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void() train_wait =
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{
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if (self.wait) {
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self.nextthink = self.ltime + self.wait;
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sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
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} else {
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self.nextthink = self.ltime + 0.1;
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}
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self.think = train_next;
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};
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void() train_next =
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{
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entity targ;
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// motolegacy -- looks like id liked reusing ent fields too!
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if (self.electro_targeted == 1) {
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train_wait();
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return;
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}
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targ = find (world, targetname, self.target);
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self.target = targ.target;
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if (!self.target) {
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objerror ("train_next: no next target");
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}
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if (targ.wait)
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self.wait = targ.wait;
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else
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self.wait = 0;
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sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
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SUB_CalcMove (targ.origin - self.mins, self.speed, train_wait);
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};
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void() func_train_find =
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{
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entity targ;
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targ = find (world, targetname, self.target);
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self.target = targ.target;
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setorigin (self, targ.origin - self.mins);
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if (!self.targetname) {
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// not triggered, so start immediately
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self.nextthink = self.ltime + 0.1;
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self.think = train_next;
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}
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};
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void() func_train =
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{
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if (!self.speed)
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self.speed = 100;
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if (!self.target) {
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objerror ("func_train without a target");
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}
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if (!self.dmg)
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self.dmg = 2;
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if (self.sounds == 0) {
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self.noise = ("sounds/null.wav");
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precache_sound ("sounds/null.wav");
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self.noise1 = ("sounds/null.wav");
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precache_sound ("sounds/null.wav");
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}
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if (self.sounds == 1) {
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self.noise = ("sounds/misc/debris.wav");
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precache_sound ("sounds/misc/debris.wav");
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self.noise1 = ("sounds/misc/debris.wav");
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precache_sound ("sounds/misc/debris.wav");
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}
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self.cnt = 1;
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self.solid = SOLID_BSP;
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self.movetype = MOVETYPE_PUSH;
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self.blocked = train_blocked;
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self.use = train_use;
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self.classname = "train";
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setmodel (self, self.model);
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setsize (self, self.mins , self.maxs);
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setorigin (self, self.origin);
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#ifdef FTE
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HalfLife_DoRender();
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#endif // FTE
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// start trains on the second frame, to make sure their targets have had
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// a chance to spawn
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self.nextthink = self.ltime + 0.1;
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self.think = func_train_find;
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};
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// =================================
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// func_button
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// =================================
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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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if(self.cost) {
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if(self.state == STATE_BOTTOM||self.state == STATE_DOWN) {
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centerprint(other,"Press use to buy [cost:");
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centerprint(other,ftos(self.cost));
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centerprint(other,"]\n");
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if (other.button7) {
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if(other.points >= self.cost) {
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self.enemy = other;
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addmoney(other, 0 - self.cost, FALSE);
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button_fire();
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return;
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} else {
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centerprint(other, STR_NOTENOUGHPOINTS);
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}
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}
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}
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} else {
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self.enemy = other;
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button_fire ();
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}
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};
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void() button_killed =
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{
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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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void() func_button =
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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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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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} else {
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self.touch = button_touch;
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}
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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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#ifdef FTE
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HalfLife_DoRender();
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#endif // FTE
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};
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// =================================
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// func_ending
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// =================================
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void() touch_ending =
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{
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if (other.classname != "player" || self.activated)
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return;
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useprint(other, 20, self.cost, 0);
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if (other.button7) {
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if (other.points < self.cost)
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return;
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addmoney(other, -self.cost, 0);
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local entity tempe;
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tempe = self;
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self = other;
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EndGameSetup();
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self = tempe;
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self.activated = true;
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}
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}
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void() func_ending =
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{
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precache_model (self.model);
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self.movetype = MOVETYPE_NONE; // so it doesn't get pushed by anything
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self.solid = SOLID_TRIGGER;
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self.classname = "func_ending";
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setmodel(self, self.model);
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setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX);
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self.touch = touch_ending;
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};
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