/* server/entities/func.qc Source file for func_* map entities. 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 */ // ================================= // func_illusionary // ================================= void() func_illusionary = { self.angles = '0 0 0'; self.movetype = MOVETYPE_NONE; self.solid = SOLID_NOT; setmodel (self, self.model); #ifdef FTE HalfLife_DoRender(); #endif // FTE }; // ================================= // func_detail // ================================= void() func_detail = { 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); #ifdef FTE HalfLife_DoRender(); #endif // FTE }; void() func_wall = { func_detail(); } // ================================= // func_rotating // ================================= .vector spawnorigin; void () hl_rotating = { float mvspd, realmvspd; mvspd = 180; if (!self.speed) realmvspd = 300; else realmvspd = self.speed; if (self.spawnflags & 2) mvspd *= -1; if (self.spawnflags & 4) self.pos1_z += mvspd; else if (self.spawnflags & 8) self.pos1_x += mvspd; else { self.pos1_y += mvspd; } SUB_CalcAngleMove (self.pos1, realmvspd, hl_rotating); }; void () func_rotating_use = { if (self.electro_targeted == 0) { hl_rotating(); self.electro_targeted = 1; } else { self.avelocity = '0 0 0'; self.think = SUB_Null; self.electro_targeted = 0; } }; void() rot_crush = { DamageHandler(self, other, 1, S_ZOMBIE); } void () func_rotating = { self.angles = '0 0 0'; self.movetype = MOVETYPE_PUSH; #ifdef FTE HalfLife_DoRender(); #endif // FTE self.blocked = rot_crush; if (self.spawnflags & 64) self.solid = 0; else self.solid = 4; setmodel(self, self.model); if (self.spawnflags & 1) { // start on func_rotating_use(); } self.use = func_rotating_use; if (self.spawnorigin != '0 0 0') setorigin(self, self.spawnorigin); }; // ================================= // func_train // ================================= void() train_next; void() func_train_find; void() train_blocked = { if (time < self.death_timer) return; self.death_timer = time + 0.5; DamageHandler(self, other, self.dmg, S_ZOMBIE); }; void() train_use = { if (self.think != func_train_find) return; // already activated train_next(); }; void() train_wait = { if (self.wait) { self.nextthink = self.ltime + self.wait; sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM); } else { self.nextthink = self.ltime + 0.1; } self.think = train_next; }; void() train_next = { entity targ; // motolegacy -- looks like id liked reusing ent fields too! if (self.electro_targeted == 1) { train_wait(); return; } targ = find (world, targetname, self.target); self.target = targ.target; if (!self.target) { objerror ("train_next: no next target"); } if (targ.wait) self.wait = targ.wait; else self.wait = 0; sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM); SUB_CalcMove (targ.origin - self.mins, self.speed, train_wait); }; void() func_train_find = { entity targ; targ = find (world, targetname, self.target); self.target = targ.target; setorigin (self, targ.origin - self.mins); if (!self.targetname) { // not triggered, so start immediately self.nextthink = self.ltime + 0.1; self.think = train_next; } }; void() func_train = { if (!self.speed) self.speed = 100; if (!self.target) { objerror ("func_train without a target"); } if (!self.dmg) self.dmg = 2; if (self.sounds == 0) { self.noise = ("sounds/null.wav"); precache_sound ("sounds/null.wav"); self.noise1 = ("sounds/null.wav"); precache_sound ("sounds/null.wav"); } if (self.sounds == 1) { self.noise = ("sounds/misc/debris.wav"); precache_sound ("sounds/misc/debris.wav"); self.noise1 = ("sounds/misc/debris.wav"); precache_sound ("sounds/misc/debris.wav"); } self.cnt = 1; self.solid = SOLID_BSP; self.movetype = MOVETYPE_PUSH; self.blocked = train_blocked; self.use = train_use; self.classname = "train"; setmodel (self, self.model); setsize (self, self.mins , self.maxs); setorigin (self, self.origin); #ifdef FTE HalfLife_DoRender(); #endif // FTE // start trains on the second frame, to make sure their targets have had // a chance to spawn self.nextthink = self.ltime + 0.1; self.think = func_train_find; }; // ================================= // func_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 && !(other.semi_actions & SEMIACTION_USE)) { other.semi_actions |= SEMIACTION_USE; if(other.points >= self.cost) { self.enemy = other; addmoney(other, 0 - self.cost, FALSE); button_fire(); return; } else { centerprint(other, STR_NOTENOUGHPOINTS); sound(other, 0, "sounds/misc/denybuy.wav", 1, 1); } } } } 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 (); }; 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); #ifdef FTE HalfLife_DoRender(); #endif // FTE }; // ================================= // func_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); entity tempe; entity players = find(world, classname, "player"); while(players != world) { tempe = self; self = players; self.downed = true; EndGameSetup(); self = tempe; players = find(players, classname, "player"); } 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; };