mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-25 05:11:05 +00:00
209 lines
5.1 KiB
C++
209 lines
5.1 KiB
C++
|
/*
|
||
|
server/entities/power_switch.qc
|
||
|
|
||
|
Power Switch Entity Logic
|
||
|
|
||
|
Copyright (C) 2021-2024 NZ:P Team
|
||
|
|
||
|
This program is free software; you can redistribute it and/or
|
||
|
modify it under the terms of the GNU General Public License
|
||
|
as published by the Free Software Foundation; either version 2
|
||
|
of the License, or (at your option) any later version.
|
||
|
|
||
|
This program is distributed in the hope that it will be useful,
|
||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||
|
|
||
|
See the GNU General Public License for more details.
|
||
|
|
||
|
You should have received a copy of the GNU General Public License
|
||
|
along with this program; if not, write to:
|
||
|
|
||
|
Free Software Foundation, Inc.
|
||
|
59 Temple Place - Suite 330
|
||
|
Boston, MA 02111-1307, USA
|
||
|
|
||
|
*/
|
||
|
|
||
|
#define POWER_SPAWNFLAG_NOHANDLE 1
|
||
|
|
||
|
void(entity who) Turn_PerkLight_On;
|
||
|
|
||
|
//
|
||
|
// Power_ActivateLights()
|
||
|
// Activates Perk Light Effects and LightStyles
|
||
|
//
|
||
|
void() Power_ActivateLights =
|
||
|
{
|
||
|
// Perk Lights
|
||
|
entity tempe = findfloat(world, requirespower, 1);
|
||
|
while (tempe)
|
||
|
{
|
||
|
Turn_PerkLight_On(tempe);
|
||
|
tempe = findfloat (tempe, requirespower, 1);
|
||
|
}
|
||
|
|
||
|
// Light Styles
|
||
|
tempe = find(world, classname, "light");
|
||
|
while(tempe)
|
||
|
{
|
||
|
if (tempe.spawnflags & LIGHT_SPAWNFLAG_STARTOFF) {
|
||
|
tempe.style = tempe.score;
|
||
|
LS_Setup();
|
||
|
}
|
||
|
|
||
|
tempe = find(tempe, classname, "light");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Power_HandleStop()
|
||
|
// Stops "flipping" the Power Switch handle.
|
||
|
//
|
||
|
void() Power_HandleStop =
|
||
|
{
|
||
|
self.avelocity = '0 0 0';
|
||
|
self.think = SUB_Null;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Power_HandleFlip()
|
||
|
// Programmatically "flips" the Power Switch handle.
|
||
|
//
|
||
|
void() Power_HandleFlip =
|
||
|
{
|
||
|
self.boxweapon.avelocity = '185 0 0';
|
||
|
self.boxweapon.think = Power_HandleStop;
|
||
|
self.boxweapon.nextthink = time + 0.50;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Power_Touch()
|
||
|
// Power Switch touch function, triggers global activation.
|
||
|
//
|
||
|
void() Power_Touch =
|
||
|
{
|
||
|
if (other.classname != "player" || other.downed)
|
||
|
return;
|
||
|
|
||
|
if (isPowerOn == true)
|
||
|
return;
|
||
|
|
||
|
entity tempe;
|
||
|
entity old_self;
|
||
|
|
||
|
useprint (other, 10, 0, 0);
|
||
|
if (other.button7 && !isPowerOn) {
|
||
|
|
||
|
// Animate the handle programmatically.
|
||
|
if (!(self.spawnflags & POWER_SPAWNFLAG_NOHANDLE))
|
||
|
Power_HandleFlip();
|
||
|
|
||
|
// Play the sound of the Power Switch flipping
|
||
|
if (self.powerup_vo)
|
||
|
Sound_PlaySound(self, self.powerup_vo, SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS);
|
||
|
|
||
|
isPowerOn = true;
|
||
|
Sound_PlaySound(world, self.oldmodel, SOUND_TYPE_ENV_VOICE, SOUND_PRIORITY_PLAYALWAYS);
|
||
|
|
||
|
// Trigger all doors that are marked as requiring power.
|
||
|
tempe = find (world, classname, "door_nzp");
|
||
|
while (tempe) {
|
||
|
entity starte;
|
||
|
|
||
|
if (!tempe.targetname) {
|
||
|
if (!tempe.cost) {
|
||
|
old_self = self;
|
||
|
self = tempe;
|
||
|
starte = self;
|
||
|
door_go_up ();
|
||
|
tempe.classname = "door_open";
|
||
|
tempe = find (tempe, classname, "door_nzp");
|
||
|
self = old_self;
|
||
|
}
|
||
|
}
|
||
|
if (tempe.targetname) {
|
||
|
old_self = self;
|
||
|
self = tempe;
|
||
|
remove(self);
|
||
|
self = old_self;
|
||
|
tempe = find (tempe, classname, "door_nzp");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
tempe = find(world, classname, "perk_pap");
|
||
|
while(tempe != world) {
|
||
|
entity tempe2 = self;
|
||
|
self = tempe;
|
||
|
PAP_TurnOn();
|
||
|
self = tempe2;
|
||
|
tempe = find(tempe, classname, "perk_pap");
|
||
|
}
|
||
|
|
||
|
Power_ActivateLights();
|
||
|
SUB_UseTargets();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void() power_switch =
|
||
|
{
|
||
|
//
|
||
|
// Set Default Stats for Compatibility
|
||
|
//
|
||
|
|
||
|
// Model
|
||
|
if (!self.model)
|
||
|
self.model = "models/machines/quake_scale/power_switch.mdl";
|
||
|
|
||
|
// Handle Model
|
||
|
if (!self.weapon2model)
|
||
|
self.weapon2model = "models/machines/quake_scale/power_handle.mdl";
|
||
|
|
||
|
// Compatibility Hack -- it doesn't make sense if the Power Switch is HL
|
||
|
// and the handle is Quake.
|
||
|
if (self.model == "models/machines/hl_scale/power_switch.mdl" &&
|
||
|
self.weapon2model == "models/machines/quake_scale/power_handle.mdl") {
|
||
|
self.weapon2model = "models/machines/hl_scale/power_handle.mdl";
|
||
|
self.box1 = '-3 0 -2';
|
||
|
}
|
||
|
|
||
|
// Power Sound (Plays Everywhere)
|
||
|
if (!self.oldmodel)
|
||
|
self.oldmodel = "sounds/machines/power.wav";
|
||
|
|
||
|
// Handle Offset
|
||
|
if (!self.box1)
|
||
|
self.box1 = '-4 0 12';
|
||
|
|
||
|
// Switch Flip Sound (Spatialized)
|
||
|
if (self.powerup_vo)
|
||
|
precache_sound(self.powerup_vo);
|
||
|
|
||
|
self.solid = SOLID_TRIGGER;
|
||
|
Precache_Set(self.model);
|
||
|
precache_sound(self.oldmodel);
|
||
|
setorigin (self, self.origin);
|
||
|
setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
|
||
|
self.classname = "power_switch";
|
||
|
self.touch = Power_Touch;
|
||
|
|
||
|
// Spawn the Handle
|
||
|
if (!(self.spawnflags & POWER_SPAWNFLAG_NOHANDLE)) {
|
||
|
precache_model(self.weapon2model);
|
||
|
entity handle = spawn();
|
||
|
setmodel(handle, self.weapon2model);
|
||
|
makevectors(self.angles);
|
||
|
handle.origin = self.origin;
|
||
|
handle.origin += v_right * self.box1_y;
|
||
|
handle.origin += v_forward * self.box1_x;
|
||
|
handle.origin += v_up * self.box1_z;
|
||
|
handle.angles = self.angles;
|
||
|
setorigin(handle, handle.origin);
|
||
|
handle.movetype = MOVETYPE_NOCLIP;
|
||
|
self.boxweapon = handle;
|
||
|
}
|
||
|
|
||
|
// Set the global flag that indicates the Power isn't on
|
||
|
isPowerOn = false;
|
||
|
}
|