quakec/source/server/entities/map_entities.qc

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2022-02-08 18:42:28 +00:00
/*
server/entities/map_entities.qc
misc map entity spawn and logic
Copyright (C) 2021 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
*/
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);
};
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
{
centerprint(other,"You do not have enough points\n");
}
}
}
}
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);
};
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 PSP
if (self.spawnflags & 2)
remove(self);
#endif
self.model = convert_old_asset_path(self.model);
precache_model (self.model);
setmodel (self, self.model);
self.skin = 0;
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;
if (other.classname != "player" || other.downed || other.isBuying/* || !isFacing(other, self)*/) {
return;
}
#ifndef PC
other.Weapon_Name_Touch = GetWeaponName(self.weapon);
#endif
if (self.weapon == other.weapon || self.weapon == other.secondaryweapon
|| self.weapon == EqualNonPapWeapon(other.weapon)
|| self.weapon == EqualNonPapWeapon(other.secondaryweapon)) {
if (self.weapon == EqualNonPapWeapon(other.secondaryweapon)
|| self.weapon == EqualNonPapWeapon(other.weapon))
useprint (other, 3, 4500, other.weapon);
else
useprint (other, 3, self.cost2, self.weapon);
if (!other.button7 || other.semiuse || other.isBuying) {
return;
}
if ((self.weapon == other.weapon && other.currentammo >= getWeaponAmmo(self.weapon))
||(self.weapon == other.secondaryweapon && other.secondaryammo >= getWeaponAmmo(self.weapon))) {
return;
}
other.semiuse = true;
if ((other.points < self.cost2 && !IsPapWeapon(other.weapon)) || (other.points < 4500 && IsPapWeapon(other.weapon))) {
centerprint(other, "You do not have enough points\n");
return;
}
other.ach_tracker_coll++;
if (self.weapon == other.weapon || (self.weapon == EqualNonPapWeapon(other.weapon))) {
other.currentammo = getWeaponAmmo(self.weapon);
} else if (self.weapon == other.secondaryweapon || (self.weapon == EqualNonPapWeapon(other.secondaryweapon)) ) {
other.secondaryammo = getWeaponAmmo(self.weapon);
}
sound(other, 0,"sounds/misc/ching.wav", 1, 1);
other.reload_delay = 0;
if (!IsPapWeapon(other.weapon))
addmoney(other, -1*self.cost2, 0);
else
addmoney(other, -1*4500, 0);
if (self.enemy) {
oldent = self;
self = self.enemy;
self.use();
self = oldent;
}
}
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)
{
centerprint(other, "You do not have enough points\n");
sound(other, 0,"sounds/misc/denybuy.wav", 1, 1);
return;
}
else
{
other.ach_tracker_coll++;
other.reload_delay = 0;
sound(other, 0,"sounds/misc/ching.wav", 1, 1);
//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)
{
centerprint(other, "You do not have enough points\n");
sound(other, 0,"sounds/misc/denybuy.wav", 1, 1);
return;
}
else
{
other.ach_tracker_coll++;
other.reload_delay = 0;
sound(other, 0,"sounds/misc/ching.wav", 1, 1);
//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)
{
other.ach_tracker_coll++;
entity tempz;
tempz = self;
self = other;
Set_W_Frame(15, 30, 0, 0, 0, ReturnWeaponModel, "progs/VModels/v_bowie.mdl", false, S_BOTH);
self.bowie = 1;
}
}
}
else
{
entity tempe;
//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) {
centerprint (other, "Not enough points\n");
return;
}
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;
}
sound(other, 0,"sounds/misc/ching.wav", 1, 1);
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;
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);
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
#ifndef PC
self.Flash_Offset = GetWeaponFlash_Offset(self.weapon);
self.Flash_Size = GetWeaponFlash_Size(self.weapon);
self.Weapon_Name = GetWeaponName(self.weapon);
#endif
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 =
{
local string weaponname;
InitTrigger ();
weaponname = GetWeaponModel (self.weapon, 0);
if (weaponname != "")
precache_model (weaponname);
weaponname = GetWeaponModel(self.weapon, 1);
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++;
precache_sound("sounds/misc/ching.wav");
};
void() BarrelExplode =
{
sound (self, CHAN_WEAPON, "sounds/weapons/grenade/explode.wav", 1, ATTN_NORM);
DamgageExplode (self, self.enemy, 500, 650, 200);
#ifdef PC
te_customflash(self.origin, 128, 300, '1 1 1');
#endif
CallExplosion(self.origin);
SUB_Remove ();
};
void() barrel_hit =
{
if (self.health <= 0) {
BarrelExplode();
} else if (self.health <= 200) {
makevectors(self.angles);
self.think = barrel_hit;
self.nextthink = time + 0.1;
self.health = self.health - 1;
if (self.health > 100)
particle (self.origin + '0 0 30', v_up*8, 111, 0);
else
particle (self.origin + '0 0 30', v_up*8, 112, 0);
}
}
void() explosive_barrel =
{
precache_model ("models/props/barrel_m.mdl");
self.movetype = MOVETYPE_NONE; // so it doesn't get pushed by anything
self.solid=SOLID_BBOX;
self.classname = "explosive_barrel";
setmodel (self, "models/props/barrel_m.mdl");
setsize (self, '-10 -10 ', '10 10 38');
self.takedamage = DAMAGE_YES;
self.health = 300;
};
.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;
};
.string zappername;
void() turnswitch1 =[ 1, turnswitch2 ] {self.frame = 0;};
void() turnswitch2 =[ 2, turnswitch3 ] {self.frame = 1;};
void() turnswitch3 =[ 3, turnswitch4 ] {self.frame = 2;};
void() turnswitch4 =[ 4, SUB_Null ] {self.frame = 2;};
void() offswitch2 =[ 2, offswitch3 ] {self.frame = 2;};
void() offswitch3 =[ 3, offswitch4 ] {self.frame = 1;};
void() offswitch4 =[ 4, SUB_Null ] {self.frame = 0;};
void zap_zombie () {
entity tempe;
if (other.classname == "ai_zombie") {
tempe = self;
self = other;
self.th_die();
self = tempe;
} else if (other.classname == "player") {
if (other.damagetimer < time) {
DamageHandler (other, self, 50, S_ZAPPER);
other.damagetimer = time + 1.5;
}
}
}
void zapper_play () {
entity zents = find(world, targetname, self.target);
local vector org = self.origin;
local vector targetorg = zents.origin;
if (zents) {
#ifdef PC
te_lightning2(self, self.origin, zents.origin);
#endif
#ifdef PSP
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_LIGHTNING2);
WriteEntity (MSG_BROADCAST, self);
WriteCoord (MSG_BROADCAST, org_x);
WriteCoord (MSG_BROADCAST, org_y);
WriteCoord (MSG_BROADCAST, org_z);
WriteCoord (MSG_BROADCAST, targetorg_x);
WriteCoord (MSG_BROADCAST, targetorg_y);
WriteCoord (MSG_BROADCAST, targetorg_z);
#endif
}
zents.touch = zap_zombie;
self.think = zapper_play;
self.nextthink = time + (0.5*random());
}
void() zapper_touch;
void() zapper_cooldown =
{
offswitch2();
self.touch = zapper_touch;
}
void zapper_stop() {
entity zents;
entity tempe;
zents = find(world, zappername, self.zappername);
while (zents)
{
if (zents.classname == "zapper_light") {
zents.skin = 0;
} else if (zents.classname == "zapper_switch") {
tempe = self;
self = zents;
self.state = 0;
self.think = zapper_cooldown;
self.nextthink = time + 30;
self = tempe;
} else if (zents.classname == "zapper_node" && zents.target) {
zents.think = SUB_Null;
zents.nextthink = 0;
}
zents.touch = SUB_Null;
zents = find(zents, zappername, self.zappername);
}
remove(self);
}
void zapper_start(string zapper) {
entity zents;
entity tempe;
zents = find(world, zappername, zapper);
while (zents)
{
if (zents.classname == "zapper_light") {
zents.skin = 1;
} else if (zents.classname == "zapper_switch") {
tempe = self;
self = zents;
self.state = 1;
turnswitch1();
self = tempe;
} else if (zents.classname == "zapper_node" && zents.target) {
zents.think = zapper_play;
zents.nextthink = time + 0.1;
}
zents = find(zents, zappername, zapper);
}
tempe = spawn();
tempe.think = zapper_stop;
tempe.nextthink = time + 30;
tempe.zappername = zapper;
}
void zapper_touch () {
if (other.classname != "player") {
return;
}
if (self.requirespower == true && !isPowerOn) {
useprint (other, 8, 0, 0);
return;
}
if (self.state == 0) {
useprint (other, 11, self.cost, self.weapon);
if (!other.button7) {
return;
}
if (other.points < self.cost) {
centerprint(other, "You do not have enough points\n");
return;
}
zapper_start(self.zappername);
addmoney(other, -1*self.cost, false);
}
}
void() zapper_switch =
{
precache_model ("models/machines/zapper/z_switch.mdl");
self.movetype = MOVETYPE_NONE;
self.solid = SOLID_TRIGGER;
self.classname = "zapper_switch";
setmodel(self, "models/machines/zapper/z_switch.mdl");
setsize (self, '-4 -4 -4', '4 4 4');
self.state = 0;
self.touch = zapper_touch;
};
void() zapper_node =
{
precache_model ("models/machines/zapper/z_zap.mdl");
self.movetype = MOVETYPE_NONE;
self.solid = SOLID_TRIGGER;
self.classname = "zapper_node";
setmodel(self, "models/machines/zapper/z_zap.mdl");
setsize (self, '-4 -4 -4', '4 4 4');
};
void() zapper_light =
{
precache_model ("models/machines/zapper/z_light.mdl");
self.movetype = MOVETYPE_NONE;
self.solid = SOLID_TRIGGER;
//self.touch = switch_touch;
self.classname = "zapper_light";
setmodel(self, "models/machines/zapper/z_light.mdl");
setsize (self, '-4 -4 -4', '4 4 4');
};
void() trigger_electro =
{
self.classname = "zapper_field";
InitTrigger ();
//self.touch = electro_touch;
self.solid = SOLID_TRIGGER;
};
/* ================
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;
};
/* ==================
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++;
}
/*
============
Teleporter
============
Teleporters have 3 different modes
0: Default Patch 1.0.4 Mode
- Interact with teleporter and go to pad (credit: Naievil and PerikiyoXD)
1: Linked Mode
- One-Time-Link teleporter with pad, teleport to pad
2: Timed Mode
- Link teleporter with pad, teleport to other destination
for a set amount of time, then return to pad. Link every time.
TODO:
- Sounds
- Keep track of whether player is touching instead of locking movement
*/
void() teleporter_cooldown =
{
self.activated = false;
if (self.mode == 2) {
self.isLinked = false;
}
self.cooldown = false;
}
void() start_cooldown =
{
self.cooldown = true;
self.think = teleporter_cooldown;
self.nextthink = time + 5;
}
void() teleport_entity =
{
local entity who, en;
who = find(world, classname ,"player");
en = find(world, targetname, self.target2);
SUB_UseTargets ();
setorigin (who, who.tele_target.origin);
if (self.isTimed || en.classname == "func_teleporter_pad") {
setorigin(who, who.origin + '0 0 40');
}
who.fire_delay = who.reload_delay = 3.0 + time;
who.zoom = 0;
who.weaponmodel = "";
who.weapon2model = "";
who.movetype = MOVETYPE_WALK;
if (who.classname == "player") {
if (who.flags & FL_ONGROUND)
who.flags = who.flags - FL_ONGROUND;
who.velocity = v_forward * 0;
}
who.flags = who.flags - who.flags & FL_ONGROUND;
if (self.mode == 0) {
self.activated = false;
} else if (self.mode == 2 && !self.isTimed) {
who.tele_target = find(world, targetname, self.target2);
self.nextthink = time + self.tpTimer;
self.think = teleport_entity;
self.isTimed = true;
} else {
start_cooldown();
self.isTimed = false;
}
}
void() teleport_pad_touch =
{
if (other.classname != "player" || self.host.isLinked)
return;
if (!isPowerOn) {
useprint(other, 8, 0, 0);
return;
}
if (self.host.waitLink) {
useprint(other, 19, 0, 0);
if (other.button7) {
self.host.isLinked = true;
self.host.waitLink = false;
}
} else {
if (self.host.mode == 2) {
useprint(other, 18, 0, 0);
}
}
}
void() teleporter_link_touch =
{
if (!self.waitLink)
useprint(other, 17, 0, 0);
if (other.button7) {
local entity en;
en = find(world, targetname, self.target2);
self.waitLink = true;
en.host = self;
}
}
void() teleport_touch =
{
if (self.cooldown) {
useprint(other, 16, 0, 0);
return;
}
if (other.classname != "player" || self.activated)
return;
if (!isPowerOn) {
useprint(other, 8, 0, 0);
return;
}
if (self.mode != 0 && !self.isLinked) {
teleporter_link_touch();
return;
}
if (!self.cost)
useprint(other, 14, 0, 0);
else
useprint(other, 15, self.cost, 0);
if (other.button7) {
if (other.points < self.cost) {
centerprint(other, "Not enough points");
return;
}
addmoney(other, -self.cost, 0);
SUB_UseTargets();
other.tele_target = find(world, targetname, self.target);
if (!other.tele_target)
objerror("Couldn't find target!");
self.activated = true;
other.movetype = MOVETYPE_NONE;
self.think = teleport_entity;
self.nextthink = time + 3;
}
if (other.button1) {
if (self.targetname) {
if (self.nextthink < time)
return; // not fired yet
}
}
}
void() teleport_use =
{
self.nextthink = time + 2;
force_retouch = 2; // make sure even still objects get hit
self.think = SUB_Null;
}
void() func_teleporter_entrance =
{
precache_model ("models/props/teleporter.mdl");
self.movetype = MOVETYPE_NONE; // so it doesn't get pushed by anything
self.solid = SOLID_TRIGGER;
self.classname = "func_teleporter_entrance";
setmodel(self, "models/props/teleporter.mdl");
setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.touch = teleport_touch;
// find the destination
if (!self.target)
objerror("No target!");
if (self.mode != 0) {
if (!self.target2)
objerror("No mainframe!");
if (self.mode == 2) {
local entity tempe;
tempe = find(world, targetname, self.target2);
tempe.host = self;
}
}
self.use = teleport_use;
}
void() func_teleporter_destination =
{
// this does nothing, just serves as a target spot
self.origin = self.origin + '0 0 40';
self.classname = "func_teleporter_destination";
}
void() func_teleporter_timed =
{
// this does nothing, just serves as a target spot
self.origin = self.origin + '0 0 40';
self.classname = "func_teleporter_timed";
}
void() func_teleporter_pad =
{
precache_model ("models/props/mainframe_pad.mdl");
self.movetype = MOVETYPE_NONE; // so it doesn't get pushed by anything
self.solid = SOLID_TRIGGER;
self.classname = "func_teleporter_pad";
setmodel(self, "models/props/mainframe_pad.mdl");
setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.touch = teleport_pad_touch;
}
/* ================
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;
};