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