quakec/source/server/entities/map_entities.qc

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/*
server/entities/map_entities.qc
misc map entity spawn and logic
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Copyright (C) 2021-2022 NZ:P Team
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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
*/
string(float wep, float gorvmodel) GetWeaponModel;
void() ReturnWeaponModel;
void() func_wall =
{
self.angles = '0 0 0';
self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
self.solid = SOLID_BSP;
setmodel (self, self.model);
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#ifdef PC
HalfLife_DoRender();
#endif
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};
void() func_illusionary =
{
self.angles = '0 0 0';
self.movetype = MOVETYPE_NONE;
self.solid = SOLID_NOT;
setmodel (self, self.model);
#ifdef PC
HalfLife_DoRender();
#endif
// makestatic (self); // dr_mabuse1981: dont use makestatic, it doesnt show the HL rendermodes then.
};
// button and multiple button
void() button_wait;
void() button_return;
void() button_wait =
{
self.state = STATE_TOP;
self.nextthink = self.ltime + self.wait;
self.think = button_return;
activator = self.enemy;
SUB_UseTargets();
self.frame = 1; // use alternate textures
};
void() button_done =
{
self.state = STATE_BOTTOM;
};
void() button_return =
{
self.state = STATE_DOWN;
SUB_CalcMove (self.pos1, self.speed, button_done);
self.frame = 0; // use normal textures
if (self.health)
self.takedamage = DAMAGE_YES; // can be shot again
};
void() button_blocked =
{ // do nothing, just don't ome all the way back out
};
void() button_fire =
{
if (self.state == STATE_UP || self.state == STATE_TOP)
return;
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
self.state = STATE_UP;
SUB_CalcMove (self.pos2, self.speed, button_wait);
};
void() button_use =
{
self.enemy = activator;
button_fire ();
};
void() button_touch =
{
if (other.classname != "player")
return;
if(self.cost)
{
if(self.state == STATE_BOTTOM||self.state == STATE_DOWN)
{
centerprint(other,"Press use to buy [cost:");
centerprint(other,ftos(self.cost));
centerprint(other,"]\n");
if (other.button7)
{
if(other.points >= self.cost)
{
self.enemy = other;
addmoney(other, 0 - self.cost, FALSE);
button_fire();
return;
}
else
{
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centerprint(other, STR_NOTENOUGHPOINTS);
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}
}
}
}
else
{
self.enemy = other;
button_fire ();
}
};
void() button_killed =
{
self.health = self.max_health;
self.takedamage = DAMAGE_NO; // wil be reset upon return
button_fire ();
};
/*QUAKED func_button (0 .5 .8) ?
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.
"angle" determines the opening direction
"target" all entities with a matching targetname will be used
"speed" override the default 40 speed
"wait" override the default 1 second wait (-1 = never return)
"lip" override the default 4 pixel lip remaining at end of move
"health" if set, the button must be killed instead of touched
"sounds"
0) steam metal
1) wooden clunk
2) metallic click
3) in-out
*/
void() func_button =
{
SetMovedir ();
self.movetype = MOVETYPE_PUSH;
self.solid = SOLID_BSP;
setmodel (self, self.model);
self.blocked = button_blocked;
self.use = button_use;
if (self.health)
{
self.max_health = self.health;
self.th_die = button_killed;
self.takedamage = DAMAGE_YES;
}
else
self.touch = button_touch;
if (!self.speed)
self.speed = 40;
if (!self.wait)
self.wait = 1;
if (!self.lip)
self.lip = 4;
self.state = STATE_BOTTOM;
self.pos1 = self.origin;
self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip);
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#ifdef PC
HalfLife_DoRender();
#endif
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};
void() flame_update = {
#ifndef PC
particle (self.origin, v_up, 111, 0);
#else
te_flamejet(self.origin, v_up, 10);
#endif
self.think = flame_update;
self.nextthink = time + random()+0.1;
}
void() place_fire =
{
#ifndef PC
particle (self.origin, v_up*8, self.frame, 0);
#else
te_flamejet(self.origin, v_up*8, 10);
#endif
self.think = flame_update;
self.nextthink = time + random()+0.1;
};
void() place_model =
{
#ifdef HANDHELD
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if (self.spawnflags & 2)
remove(self);
#endif // HANDHELD
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self.model = convert_old_asset_path(self.model);
precache_model (self.model);
setmodel (self, self.model);
setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.angles = self.angles;
self.solid = SOLID_NOT;
self.frame = self.sequence;
if (self.spawnflags & 1)
self.effects = self.effects | EF_FULLBRIGHT;
};
void () buy_weapon_touch =
{
entity oldent;
float tempf, tempf1, tempf2, tempf3;
float startframe,endframe;
string modelname;
float wcost;
if (other.classname != "player" || other.downed || other.isBuying) {
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return;
}
if (self.weapon != 99) {
#ifndef PC
other.Weapon_Name_Touch = GetWeaponName(self.weapon);
#endif
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float slot;
// Player has this weapon in any of their slots, PaP'd or not.
if ((slot = Util_PlayerHasWeapon(other, self.weapon, true)) != 0) {
float is_pap = true;
// But the utility function returns the same value if we are NOT PaP'd
if (Util_PlayerHasWeapon(other, self.weapon, false) == slot)
is_pap = false;
// Set the cost and weapon value (for useprint).
wcost = (is_pap) ? 4500 : self.cost2;
float wep = (is_pap) ? EqualPapWeapon(self.weapon) : self.weapon;
useprint(other, 3, wcost, wep);
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if (!other.button7 || other.semiuse || other.isBuying) {
return;
}
// Store current Ammo value.
float ammo = Util_GetPlayerAmmoInSlot(other, slot);
// Max carrying capacity of the wall weapon
float wall_ammo = (is_pap) ? getWeaponAmmo(EqualPapWeapon(self.weapon)) : getWeaponAmmo(self.weapon);
// Weapon is already full. Abort.
if (ammo >= wall_ammo)
return;
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other.semiuse = true;
// Player doesn't have enough points. Abort.
if (other.points < wcost) {
centerprint(other, STR_NOTENOUGHPOINTS);
return;
}
other.ach_tracker_coll++;
// Set the weapon's ammo to the max capacity.
Util_SetPlayerAmmoInSlot(other, slot, wall_ammo);
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sound(other, 0, "sounds/misc/ching.wav", 1, 1);
other.reload_delay = 0;
// Subtract the cost from player points.
addmoney(other, wcost*-1, 0);
if (self.enemy) {
oldent = self;
self = self.enemy;
self.use();
self = oldent;
}
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}
} else
// Universal Ammo buy
{
#ifndef PC
other.Weapon_Name_Touch = GetWeaponName(other.weapon);
#endif
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if (other.currentammo < getWeaponAmmo(other.weapon)) {
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// Set the cost and weapon value (for useprint).
wcost = (IsPapWeapon(other.weapon)) ? 4500 : self.cost2;
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useprint(other, 3, wcost, other.weapon);
if (!other.button7 || other.semiuse || other.isBuying) {
return;
}
// Player doesn't have enough points. Abort.
if (other.points < wcost) {
centerprint(other, STR_NOTENOUGHPOINTS);
return;
}
other.currentammo = getWeaponAmmo(other.weapon);
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sound(other, 0, "sounds/misc/ching.wav", 1, 1);
other.reload_delay = 0;
// Subtract the cost from player points.
addmoney(other, wcost*-1, 0);
if (self.enemy) {
oldent = self;
self = self.enemy;
self.use();
self = oldent;
}
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}
}
if (self.weapon == W_BETTY)
{
if (other.secondary_grenades < 2)
useprint (other, 3, self.cost2, self.weapon);
else
return;
if (!other.button7 || other.semiuse)
return;
if (other.points < self.cost2)
{
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centerprint(other, STR_NOTENOUGHPOINTS);
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sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
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return;
}
else
{
other.ach_tracker_coll++;
other.reload_delay = 0;
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sound(other, 0, "sounds/misc/ching.wav", 1, 1);
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//other.boughtweapon = true;
addmoney(other, 0 - self.cost2, FALSE);
other.grenades = other.grenades | 2;
other.secondary_grenades = 2;
if (self.enemy)
{
oldent = self;
self = self.enemy;
self.use();
self = oldent;
}
}
other.semiuse = true;
return;
}
else if (self.weapon == W_GRENADE)
{
if (other.primary_grenades < 4)
useprint (other, 3, self.cost2, self.weapon);
else
return;
if (!other.button7 || other.semiuse)
return;
if (other.points < self.cost)
{
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centerprint(other, STR_NOTENOUGHPOINTS);
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sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
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return;
}
else
{
other.ach_tracker_coll++;
other.reload_delay = 0;
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sound(other, 0, "sounds/misc/ching.wav", 1, 1);
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//other.boughtweapon = true;
addmoney(other, 0 - self.cost, FALSE);
other.primary_grenades = 4;
if (self.enemy)
{
oldent = self;
self = self.enemy;
self.use();
self = oldent;
}
}
other.semiuse = true;
return;
}
else if (self.weapon == W_BOWIE)
{
if (!other.bowie) {
useprint(other, 3, self.cost2, self.weapon);
if (other.button7)
{
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if (other.points < self.cost2) {
centerprint(other, STR_NOTENOUGHPOINTS);
return;
} else {
addmoney(other, -self.cost2, FALSE);
other.ach_tracker_coll++;
entity tempz;
tempz = self;
self = other;
Set_W_Frame(15, 30, 0, 0, 0, ReturnWeaponModel, "models/weapons/knife/v_bowie.mdl", false, S_BOTH);
self.bowie = 1;
}
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}
}
}
else if (self.weapon != 99)
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{
entity tempe;
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//centerprint(other, self.message);
useprint (other, 4, self.cost, self.weapon);
if (!other.button7 || other.semiuse) {
return;
}
other.semiuse = 1;
if (other.points < self.cost) {
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centerprint (other, STR_NOTENOUGHPOINTS);
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return;
}
other.semiuse = true;
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other.ach_tracker_coll++;
if (other.weapon && !other.secondaryweapon) {
tempf = other.currentammo;
other.currentammo = other.secondaryammo;
other.secondaryammo = tempf;
tempf1 = other.currentmag;
other.currentmag = other.secondarymag;
other.secondarymag = tempf1;
tempf2 = other.weapon;
other.weapon = other.secondaryweapon;
other.secondaryweapon = tempf2;
tempf3 = other.currentmag2;
other.currentmag2 = other.secondarymag2;
other.secondarymag2 = tempf3;
} else if (other.weapon && other.secondaryweapon) {
if ((other.perks & P_MULE) && !other.thirdweapon) {
// store secondary weapon
tempf = other.secondaryweapon;
tempf1 = other.secondarymag;
tempf2 = other.secondaryammo;
tempf3 = other.secondarymag2;
// move primary to secondary
other.secondaryweapon = other.weapon;
other.secondarymag = other.currentmag;
other.secondarymag2 = other.currentmag2;
other.secondaryammo = other.currentammo;
// move secondary to tertiary
other.thirdweapon = tempf;
other.thirdmag = tempf1;
other.thirdammo = tempf2;
other.thirdmag2 = tempf3;
}
// free current slot
other.currentammo = 0;
other.currentmag = 0;
other.weapon = 0;
}
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sound(other, 0, "sounds/misc/ching.wav", 1, 1);
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other.reload_delay = 0;
addmoney(other, -1*self.cost, 0);
if (self.enemy) {
oldent = self;
self = self.enemy;
self.use();
self = oldent;
}
other.weapon = self.weapon;
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other.currentammo = getWeaponAmmo(self.weapon);
other.currentmag = getWeaponMag(self.weapon);
tempe = self;
self = other;
startframe = GetFrame(self.weapon,TAKE_OUT_START);
endframe = GetFrame(self.weapon,TAKE_OUT_END);
modelname = GetWeaponModel(self.weapon, 0);
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if (self.weapon != W_KAR_SCOPE && self.weapon != W_HEADCRACKER && !IsDualWeapon(self.weapon)) {
self.weapon2model = "";
}
SwitchWeapon(self.weapon);
Set_W_Frame (startframe, endframe, 0, 0, 0, SUB_Null, modelname, false, S_BOTH);//FIXME
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#ifndef PC
self.Flash_Offset = GetWeaponFlash_Offset(self.weapon);
self.Flash_Size = GetWeaponFlash_Size(self.weapon);
self.Weapon_Name = GetWeaponName(self.weapon);
#endif
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self = tempe;
}
if (other.ach_tracker_coll == ach_tracker_col2) {
GiveAchievement(12, other);
}
};
void() buy_weapon_link_target =
{
entity ent;
ent = find (world, targetname, self.target);
if (ent.classname == "weapon_wall")
self.enemy = ent;
}
void() buy_weapon =
{
string weaponname;
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InitTrigger ();
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weaponname = GetWeaponModel (self.weapon, 0);
if (weaponname != "")
precache_model (weaponname);
// Use the grenade bag instead for nades
if (self.weapon == W_GRENADE)
weaponname = "models/props/grenade_bag.mdl";
else
weaponname = GetWeaponModel(self.weapon, 1);
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if (weaponname != "")
precache_model (weaponname);
precache_extra (self.weapon);
self.touch = buy_weapon_touch;
self.think = buy_weapon_link_target;
self.nextthink = time + 0.2;
ach_tracker_col2++;
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precache_sound("sounds/misc/ching.wav");
};
.float radioState;
.float length;
.string tune;
void() radioPlay =
{
self.health = 1;
if (self.radioState == 1) {
sound (self, CHAN_ITEM, self.tune, 1, ATTN_NORM);
self.nextthink = time + self.length;
self.think = radioPlay;
} else if (self.radioState == 0) {
sound (self, CHAN_ITEM, "sounds/null.wav", 1, ATTN_NONE);
self.nextthink = 0;
self.think = SUB_Null;
}
}
void() radio_hit =
{
self.health = 1;
sound (self, CHAN_ITEM, "sounds/misc/radio.wav", 1, ATTN_NORM);
self.nextthink = time + 1;//getSoundLen("sounds/music/tune1.wav");
self.think = radioPlay;
if (self.radioState == 0)
self.radioState = 1;
else if (self.radioState == 1)
self.radioState = 0;
}
void() item_radio =
{
precache_model ("models/props/radio.mdl");
precache_sound ("sounds/misc/radio.wav");
if(self.tune) {
precache_sound (self.tune);
}
self.movetype = MOVETYPE_NONE; // so it doesn't get pushed by anything
self.solid=SOLID_BBOX;
self.classname = "item_radio";
setmodel (self, "models/props/radio.mdl");
setsize (self, '-8 -8 -4', '8 8 4');
self.takedamage = DAMAGE_YES;
self.health = 1;
self.radioState = 0;
self.th_die = radio_hit;
};
/* ================
Custom Teddy Code
================*/
void() teddy_spawn =
{
precache_model ("models/props/teddy.mdl");
self.movetype = MOVETYPE_NONE; // so it doesn't get pushed by anything
self.solid=SOLID_BBOX;
self.classname = "teddy_spawn";
setmodel (self, "models/props/teddy.mdl");
setsize (self, '-8 -8 -4', '8 8 4');
self.takedamage = DAMAGE_YES;
self.health = 0;
self.th_die = teddy_react;
if (self.noise)
precache_sound (self.noise);
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};
/* ==================
Custom Song Code
================== */
void() touch_songtrigger = {
if (other.classname != "player" || self.activated)
return;
if (other.button7) {
sound(self, CHAN_VOICE, self.tune, 1, ATTN_NORM);
self.activated = true;
sndActivCnt++;
if (sndTriggerCnt == sndActivCnt)
playSoundAtPlayers(world.song);
}
}
void() trigger_song = {
#ifndef PC
remove(self);
#endif
precache_model(self.model);
precache_sound(self.tune);
self.movetype = MOVETYPE_NONE;
self.solid = SOLID_TRIGGER;
self.classname = "trigger_song";
setmodel(self, self.model);
setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.touch = touch_songtrigger;
sndTriggerCnt++;
}
/* ================
Buyable Ending
================ */
void() touch_ending =
{
if (other.classname != "player" || self.activated)
return;
useprint(other, 20, self.cost, 0);
if (other.button7) {
if (other.points < self.cost)
return;
addmoney(other, -self.cost, 0);
local entity tempe;
tempe = self;
self = other;
EndGameSetup();
self = tempe;
self.activated = true;
}
}
void() func_ending =
{
precache_model (self.model);
self.movetype = MOVETYPE_NONE; // so it doesn't get pushed by anything
self.solid = SOLID_TRIGGER;
self.classname = "func_ending";
setmodel(self, self.model);
setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.touch = touch_ending;
};
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/*
askasdklasdjalskdjaklsdjaklsdjaklsjdklasjdklasjdklasjdklasjdklasjdklasjdklasjdklasjdklasjdklasjdlaks
klsdjflsdjflskdjfslkdfjskldfjsdklfjskldfjskldjfklsdjfklsdjfklsdjfklsdjfklsdjfklsdjfklsdjfklsdjfklsfj
////////////////////////////////////////////////////////////////////////////////////////////////////
----------------------------------------MISC_MODEL--------------------------------------------------
////////////////////////////////////////////////////////////////////////////////////////////////////
klsjakljsdklasjdklasjdaklsdjaklsdjaklsdjaklsdjaklsdjaklsjdaskljaskljdaklsjdlaskjdklasjklasjdklasjdkl
aklsjdklasjdklasjdaklsjdklasjdaklsjdklasjdaskldjlaskdjaklsdjaskldjaskldjaskldjaskldjaklsdjaklsdjalsd
*/
/*QUAKED misc_model (0 0.5 0.8) (-8 -8 -8) (8 8 8) X X X X X X X X NOT_ON_EASY NOT_ON_NORMAL NOT_ON_HARD_OR_NIGHTMARE NOT_IN_DEATHMATCH NOT_IN_COOP NOT_IN_SINGLEPLAYER X NOT_ON_HARD_ONLY NOT_ON_NIGHTMARE_ONLY
{
model ({"path" : mdl, "skin" : skin, "frame": frame});
}
An entity for displaying models. A frame range can be given to animate the
model.
mdl: The model to display. Can be of type mdl, bsp, or spr.
frame: The frame to display. Can be used to offset the animation.
first_frame: The starting frame of the animation.
last_frame: The last frame of the animation.
*/
// The starting frame of the animation
.float first_frame;
// The ending frame of the animation
.float last_frame;
// Forward declarations
void() misc_model_think;
float MISC_MODEL_GRAVITY = 1;
float MISC_MODEL_SOLID = 2;
float MISC_MODEL_BACK_AND_FORTH = 4;
float MISC_MODEL_ONLY_ONCE = 8;
float MISC_MODEL_PLAY_COUNT = 16;
float MISC_MODEL_STARTOFF = 32;
//misc_model decs
.string mdl;
.vector mdlsz;
.vector centeroffset;
.float count; // for counting triggers
.float cnt; // misc flag
float STATE_ACTIVE = 0;
float STATE_INACTIVE = 1;
float STATE_INVISIBLE = 8;
void() misc_model_use =
{
if (self.state == STATE_ACTIVE) {
if (self.spawnflags & MISC_MODEL_SOLID) self.solid = SOLID_NOT;
self.model = "";
self.state = STATE_INVISIBLE;
setorigin(self, self.origin);
}
else {
if (self.spawnflags & MISC_MODEL_SOLID) self.solid = SOLID_BBOX;
self.model = self.mdl;
self.state = STATE_ACTIVE;
setorigin(self, self.origin);
}
};
void() misc_model =
{
if (!self.mdl || self.mdl == "")
{
objerror("Model not defined");
}
if(!self.centeroffset) self.centeroffset = '0 0 0';
if(!self.mdlsz) self.mdlsz = '32 32 32';
vector vmin, vmax;
vmin_x = self.centeroffset_x - (self.mdlsz_x / 2);
vmin_y = self.centeroffset_y - (self.mdlsz_y / 2);
vmin_z = self.centeroffset_z - (self.mdlsz_z / 2);
vmax_x = self.centeroffset_x + (self.mdlsz_x / 2);
vmax_y = self.centeroffset_y + (self.mdlsz_y / 2);
vmax_z = self.centeroffset_z + (self.mdlsz_z / 2);
precache_model(self.mdl);
setmodel(self, self.mdl);
setsize (self, vmin, vmax);
if(self.spawnflags & MISC_MODEL_SOLID) self.solid = SOLID_BBOX;
else self.solid = SOLID_NOT;
if(self.spawnflags & 1) self.movetype = MOVETYPE_TOSS;
else self.movetype = MOVETYPE_NONE;
self.use = misc_model_use;
if (!self.frame) {
self.frame = self.first_frame;
}
// Make static (not animate) if not given a frame range, and not affected by gravity
// also remains active if it has a targetname (so it can be killtargeted/toggled)
if (!self.last_frame
&& !(self.spawnflags & 1)
&& !(self.spawnflags & MISC_MODEL_SOLID)
&& !self.targetname)
{
makestatic(self);
}
// Make static (not animate) if not given a frame range, and not affected by gravity
//changed by bmFbr
// if (!self.last_frame && !(self.spawnflags & MISC_MODEL_GRAVITY)) {
// makestatic(self);
// return;
// }
if (self.last_frame) { // if it as a custom animation range
// Default animation speed to 10 fps
if (!self.speed) {
self.speed = 0.1;
}
self.nextthink = time + self.speed;
self.think = misc_model_think;
}
if (self.spawnflags & 32)
self.state = STATE_ACTIVE;
else
self.state = STATE_INVISIBLE;
misc_model_use();
};
/*
* misc_model_think
*
* Handles animation for misc_model entity.
*/
void() misc_model_think =
{
self.nextthink = time + fabs(self.speed);
if (self.state != STATE_ACTIVE) return;
self.frame = self.frame + sign(self.speed);
if (self.spawnflags & MISC_MODEL_BACK_AND_FORTH && self.frame < self.first_frame)
{
self.speed = -1 * self.speed;
self.frame+=2;
}
else if (self.spawnflags & MISC_MODEL_BACK_AND_FORTH && self.frame > self.last_frame)
{
self.speed = -1 * self.speed;
self.frame-=2;
}
else
self.frame = wrap(self.frame, self.first_frame, self.last_frame);
if(self.spawnflags & MISC_MODEL_ONLY_ONCE && self.frame==self.last_frame && self.last_frame!=self.first_frame)
self.nextthink = -1;
if(self.spawnflags & MISC_MODEL_PLAY_COUNT && self.frame==self.last_frame && self.last_frame!=self.first_frame)
{
if !(self.count)
objerror ("Error: set count to the number of animation cycles!");
self.cnt = self.cnt +1;
dprint (ftos(self.cnt));
dprint ("\n");
if (self.cnt != self.count)
return FALSE;
else
self.nextthink = -1;
}
};