Server: Have Power Switch toggle lightstyles

This commit is contained in:
unknown 2022-04-06 09:59:54 -04:00
parent f2a80afd3b
commit 0553d33213
4 changed files with 92 additions and 87 deletions

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@ -476,6 +476,13 @@ void (float achievement_id, float progress_value, optional entity who) UpdateAch
// Unrelated to engine, but custom functions
// *****************************************
void(string modelname) Precache_Set = // Precache model, and set myself to it
{
precache_model(modelname);
setmodel(self, modelname);
};
float(entity who, entity target) isFacing =
{
float who_angle = who.angles_y;

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@ -3,7 +3,7 @@
Spawns and handles Quake's lights and torches
Copyright (C) 2021 NZ:P Team
Copyright (C) 2021-2022 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
@ -25,94 +25,74 @@
*/
float START_OFF = 1; // Light on/off spawnflag
void() Light_setup; // Definition from Lights.qc
#define LIGHT_SPAWNFLAG_STARTOFF 1 // Light starts turned off but can be triggered
// On via Power Switch.
void(string modelname) Precache_Set = // Precache model, and set myself to it
#define LIGHT_SPAWNFLAG_STARTON 2 // Opposite of STARTOFF, light turns Off when
// Power is On.
//
// LS_Setup()
// Defines all of the LightStyles in the Game.
//
void() LS_Setup =
{
precache_model(modelname);
setmodel(self, modelname);
};
void() light = // Basic Light
{
Light_setup(); // Setup Light
// Lightstyles take alphebetical strings of input, from a-z.
// a = complete darkness.
// z = maximum brightness.
lightstyle(0, "m"); // 0 : Normal
lightstyle(1, "mmnmmommommnonmmonqnmmo"); // 1 : Flicker
lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"); // 2 : Slow Strong Pulse
lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg"); // 3 : Candle
lightstyle(4, "mamamamamama"); // 4 : Fast Strobe
lightstyle(5, "jklmnopqrstuvwxyzyxwvutsrqponmlkj"); // 5 : Gentle Pulse
lightstyle(6, "nmonqnmomnmomomno"); // 6 : Flicker 2
lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm"); // 7 : Candle 2
lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"); // 8 : Candle 3
lightstyle(9, "aaaaaaaazzzzzzzz"); // 9 : Slow Strobe
lightstyle(10, "mmamammmmammamamaaamammma"); // 10: Fluro
lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba"); // 11: Slow Pulse (no black) // 64: Off.
}
void() light_fluoro = // Light with hum ambient
//
// L_Setup()
// Initialization for Lights.
//
void() L_Setup =
{
Light_setup(); // Setup Light
};
// If it's not vanilla ZHLT, cut it off.
if (self.style > 12)
return;
void() light_environment = // Basic Light
{
makestatic(self); // Static entity. Never changes.
// Set the Light to be Off if the spawnflag is set.
if ((self.spawnflags & LIGHT_SPAWNFLAG_STARTOFF)) {
// Store the other value for later.
self.score = self.style;
lightstyle(self.style, "a");
}
}
void() light_fluorospark = // Light with buzz ambient
{
Light_setup(); // Setup Light
};
void() light_globe = // Light with visible globe
{
Precache_Set("progs/s_light.spr"); // Set model
makestatic(self); // Static entity. Never changes.
}
void() light_torch_small_walltorch = // Light with visible wall torch
{
Precache_Set("progs/flame.mdl"); // Set model
makestatic(self); // Static entity. Never changes.
};
void() light_flame_small_yellow = // Light with small flame & fire sound
{
Precache_Set("progs/flame2.mdl"); // Set model
makestatic(self); // Static entity. Never changes.
};
void() light_flame_large_yellow = // Light with larger flame & fire sound
{
Precache_Set("progs/flame2.mdl"); // Set model
self.frame = 1; // Switch to second frame (large)
makestatic(self); // Static entity. Never changes.
};
void() light_flame_small_white = // Light with small flame & fire sound
{
Precache_Set("progs/flame2.mdl"); // Set model
makestatic(self); // Static entity. Never changes.
};
void() Light_setup = // Set light on or off, as per spawnflags
{
if (self.style < 32) {
return;
} // Dont switch other styles.
if (self.spawnflags & START_OFF)
lightstyle(self.style, "a"); // If light starts off, set it off.
else
lightstyle(self.style, "m"); // If light starts ON, turn in ON. Simple :)
}
void() LightStyles_setup =
{
// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
lightstyle(0,"m"); // Style 0: Normal
lightstyle(1,"mmnmmommommnonmmonqnmmo"); // Style 1: Flicker
lightstyle(2,"abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"); // Style 2: Slow Strong Pulse
lightstyle(3,"mmmmmaaaaammmmmaaaaaabcdefgabcdefg"); // Style 3: Candle
lightstyle(4,"mamamamamama"); // Style 4: Fast Strobe
lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj"); // Style 5: Gentle Pulse
lightstyle(6,"nmonqnmomnmomomno"); // Style 6: Flicker 2
lightstyle(7,"mmmaaaabcdefgmmmmaaaammmaamm"); // Style 7: Candle 2
lightstyle(8,"mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"); // Style 8: Candle 3
lightstyle(9,"aaaaaaaazzzzzzzz"); // Style 9: Slow Strobe
lightstyle(10,"mmamammmmammamamaaamammma"); // Style 10: Fluro
lightstyle(11,"abcdefghijklmnopqrrqponmlkjihgfedcba"); // Style 11: Slow Pulse (no black)
};
//
// --------------------
// Generic Light Entities
// --------------------
//
void() light = // Basic Light
{ L_Setup(); }
void() light_fluoro = // Light with hum ambient
{ L_Setup(); }
void() light_environment = // Sun cast from Sky
{ makestatic(self); }
void() light_fluorospark = // Light with buzz ambient
{ L_Setup(); }
void() light_globe = // Light with visible globe
{ Precache_Set("progs/s_light.spr"); makestatic(self); }
void() light_torch_small_walltorch = // Light with visible wall torch
{ Precache_Set("progs/flame.mdl"); makestatic(self); }
void() light_torch_small_yellow = // Light with small flame & fire sound
{ Precache_Set("progs/flame2.mdl"); makestatic(self); }
void() light_torch_large_yellow = // Light with larger flame & fire sound
{ Precache_Set("progs/flame2.mdl"); self.frame = 1; makestatic(self); }
void() light_flame_small_white = // Light with small flame & fire sound
{ Precache_Set("progs/flame2.mdl"); makestatic(self); }

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@ -1049,16 +1049,32 @@ void() turnpower4 =[ 4, SUB_Null ] {self.frame = 4;};
//
// Turn_Lights()
// Activates Perk Light Effects
// Activates Perk Light Effects and LightStyles
//
void() Turn_Lights =
{
local entity tempe = findfloat(world, requirespower, 1);
// 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();
}/* else if (tempe.spawnflags & LIGHT_SPAWNFLAG_STARTON) {
tempe.style = 64;
lightstyle(tempe.style, "a");
}*/
tempe = find(tempe, classname, "light");
}
}
//

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@ -26,7 +26,7 @@
*/
void() LightStyles_setup;
void() LS_Setup;
void() SUB_Remove = {remove(self);}
//called when starting server/loading the map
@ -306,7 +306,9 @@ void() precaches =
void() worldspawn =
{
precaches();
LightStyles_setup();
// Define all of our Light Styles
LS_Setup();
#ifdef PC
clientstat(STAT_CURRENTMAG, EV_FLOAT, currentmag);