mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-15 08:42:04 +00:00
921 lines
20 KiB
C++
921 lines
20 KiB
C++
/*
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server/entities/map_entities.qc
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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
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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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string(float wep, float gorvmodel) GetWeaponModel;
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void() ReturnWeaponModel;
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void() func_wall =
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{
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self.angles = '0 0 0';
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self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
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self.solid = SOLID_BSP;
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setmodel (self, self.model);
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};
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void() func_illusionary =
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{
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self.angles = '0 0 0';
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self.movetype = MOVETYPE_NONE;
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self.solid = SOLID_NOT;
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setmodel (self, self.model);
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#ifdef PC
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HalfLife_DoRender();
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#endif
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// makestatic (self); // dr_mabuse1981: dont use makestatic, it doesnt show the HL rendermodes then.
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};
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// button and multiple button
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void() button_wait;
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void() button_return;
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void() button_wait =
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{
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self.state = STATE_TOP;
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self.nextthink = self.ltime + self.wait;
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self.think = button_return;
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activator = self.enemy;
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SUB_UseTargets();
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self.frame = 1; // use alternate textures
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};
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void() button_done =
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{
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self.state = STATE_BOTTOM;
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};
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void() button_return =
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{
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self.state = STATE_DOWN;
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SUB_CalcMove (self.pos1, self.speed, button_done);
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self.frame = 0; // use normal textures
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if (self.health)
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self.takedamage = DAMAGE_YES; // can be shot again
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};
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void() button_blocked =
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{ // do nothing, just don't ome all the way back out
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};
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void() button_fire =
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{
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if (self.state == STATE_UP || self.state == STATE_TOP)
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return;
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sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
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self.state = STATE_UP;
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SUB_CalcMove (self.pos2, self.speed, button_wait);
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};
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void() button_use =
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{
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self.enemy = activator;
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button_fire ();
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};
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void() button_touch =
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{
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if (other.classname != "player")
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return;
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if(self.cost)
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{
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if(self.state == STATE_BOTTOM||self.state == STATE_DOWN)
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{
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centerprint(other,"Press use to buy [cost:");
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centerprint(other,ftos(self.cost));
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centerprint(other,"]\n");
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if (other.button7)
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{
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if(other.points >= self.cost)
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{
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self.enemy = other;
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addmoney(other, 0 - self.cost, FALSE);
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button_fire();
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return;
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}
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else
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{
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centerprint(other, STR_NOTENOUGHPOINTS);
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}
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}
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}
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}
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else
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{
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self.enemy = other;
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button_fire ();
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}
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};
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void() button_killed =
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{
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self.health = self.max_health;
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self.takedamage = DAMAGE_NO; // wil be reset upon return
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button_fire ();
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};
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/*QUAKED func_button (0 .5 .8) ?
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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.
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"angle" determines the opening direction
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"target" all entities with a matching targetname will be used
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"speed" override the default 40 speed
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"wait" override the default 1 second wait (-1 = never return)
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"lip" override the default 4 pixel lip remaining at end of move
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"health" if set, the button must be killed instead of touched
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"sounds"
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0) steam metal
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1) wooden clunk
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2) metallic click
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3) in-out
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*/
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void() func_button =
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{
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SetMovedir ();
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self.movetype = MOVETYPE_PUSH;
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self.solid = SOLID_BSP;
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setmodel (self, self.model);
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self.blocked = button_blocked;
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self.use = button_use;
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if (self.health)
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{
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self.max_health = self.health;
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self.th_die = button_killed;
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self.takedamage = DAMAGE_YES;
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}
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else
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self.touch = button_touch;
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if (!self.speed)
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self.speed = 40;
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if (!self.wait)
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self.wait = 1;
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if (!self.lip)
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self.lip = 4;
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self.state = STATE_BOTTOM;
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self.pos1 = self.origin;
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self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip);
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};
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void() flame_update = {
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#ifndef PC
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particle (self.origin, v_up, 111, 0);
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#else
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te_flamejet(self.origin, v_up, 10);
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#endif
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self.think = flame_update;
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self.nextthink = time + random()+0.1;
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}
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void() place_fire =
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{
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#ifndef PC
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particle (self.origin, v_up*8, self.frame, 0);
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#else
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te_flamejet(self.origin, v_up*8, 10);
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#endif
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self.think = flame_update;
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self.nextthink = time + random()+0.1;
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};
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void() place_model =
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{
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#ifdef PSP
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if (self.spawnflags & 2)
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remove(self);
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#endif
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self.model = convert_old_asset_path(self.model);
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precache_model (self.model);
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setmodel (self, self.model);
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setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
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self.angles = self.angles;
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self.solid = SOLID_NOT;
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self.frame = self.sequence;
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if (self.spawnflags & 1)
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self.effects = self.effects | EF_FULLBRIGHT;
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};
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void () buy_weapon_touch =
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{
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entity oldent;
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float tempf, tempf1, tempf2, tempf3;
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float startframe,endframe;
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string modelname;
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if (other.classname != "player" || other.downed || other.isBuying/* || !isFacing(other, self)*/) {
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return;
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}
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#ifndef PC
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other.Weapon_Name_Touch = GetWeaponName(self.weapon);
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#endif
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if (self.weapon == other.weapon || self.weapon == other.secondaryweapon
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|| self.weapon == EqualNonPapWeapon(other.weapon)
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|| self.weapon == EqualNonPapWeapon(other.secondaryweapon)) {
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if (self.weapon == EqualNonPapWeapon(other.secondaryweapon)
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|| self.weapon == EqualNonPapWeapon(other.weapon))
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useprint (other, 3, 4500, other.weapon);
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else
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useprint (other, 3, self.cost2, self.weapon);
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if (!other.button7 || other.semiuse || other.isBuying) {
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return;
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}
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if ((self.weapon == other.weapon && other.currentammo >= getWeaponAmmo(self.weapon))
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||(self.weapon == other.secondaryweapon && other.secondaryammo >= getWeaponAmmo(self.weapon))) {
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return;
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}
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other.semiuse = true;
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if ((other.points < self.cost2 && !IsPapWeapon(other.weapon)) || (other.points < 4500 && IsPapWeapon(other.weapon))) {
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centerprint(other, STR_NOTENOUGHPOINTS);
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return;
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}
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other.ach_tracker_coll++;
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if (self.weapon == other.weapon || (self.weapon == EqualNonPapWeapon(other.weapon))) {
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other.currentammo = getWeaponAmmo(self.weapon);
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} else if (self.weapon == other.secondaryweapon || (self.weapon == EqualNonPapWeapon(other.secondaryweapon)) ) {
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other.secondaryammo = getWeaponAmmo(self.weapon);
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}
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sound(other, 0,"sounds/misc/ching.wav", 1, 1);
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other.reload_delay = 0;
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if (!IsPapWeapon(other.weapon))
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addmoney(other, -1*self.cost2, 0);
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else
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addmoney(other, -1*4500, 0);
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if (self.enemy) {
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oldent = self;
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self = self.enemy;
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self.use();
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self = oldent;
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}
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}
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if (self.weapon == W_BETTY)
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{
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if (other.secondary_grenades < 2)
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useprint (other, 3, self.cost2, self.weapon);
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else
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return;
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if (!other.button7 || other.semiuse)
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return;
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if (other.points < self.cost2)
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{
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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;
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}
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else
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{
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other.ach_tracker_coll++;
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other.reload_delay = 0;
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sound(other, 0,"sounds/misc/ching.wav", 1, 1);
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//other.boughtweapon = true;
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addmoney(other, 0 - self.cost2, FALSE);
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other.grenades = other.grenades | 2;
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other.secondary_grenades = 2;
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if (self.enemy)
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{
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oldent = self;
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self = self.enemy;
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self.use();
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self = oldent;
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}
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}
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other.semiuse = true;
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return;
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}
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else if (self.weapon == W_GRENADE)
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{
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if (other.primary_grenades < 4)
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useprint (other, 3, self.cost2, self.weapon);
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else
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return;
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if (!other.button7 || other.semiuse)
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return;
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if (other.points < self.cost)
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{
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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;
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}
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else
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{
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other.ach_tracker_coll++;
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other.reload_delay = 0;
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sound(other, 0,"sounds/misc/ching.wav", 1, 1);
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//other.boughtweapon = true;
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addmoney(other, 0 - self.cost, FALSE);
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other.primary_grenades = 4;
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if (self.enemy)
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{
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oldent = self;
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self = self.enemy;
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self.use();
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self = oldent;
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}
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}
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other.semiuse = true;
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return;
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}
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else if (self.weapon == W_BOWIE)
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{
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if (!other.bowie) {
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useprint(other, 3, self.cost2, self.weapon);
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if (other.button7)
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{
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if (other.points < self.cost2) {
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centerprint(other, STR_NOTENOUGHPOINTS);
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return;
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} else {
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addmoney(other, -self.cost2, FALSE);
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other.ach_tracker_coll++;
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entity tempz;
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tempz = self;
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self = other;
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Set_W_Frame(15, 30, 0, 0, 0, ReturnWeaponModel, "models/weapons/knife/v_bowie.mdl", false, S_BOTH);
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self.bowie = 1;
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}
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}
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}
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}
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else
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{
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entity tempe;
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//centerprint(other, self.message);
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useprint (other, 4, self.cost, self.weapon);
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if (!other.button7 || other.semiuse) {
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return;
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}
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other.semiuse = 1;
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if (other.points < self.cost) {
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centerprint (other, STR_NOTENOUGHPOINTS);
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return;
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}
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other.ach_tracker_coll++;
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if (other.weapon && !other.secondaryweapon) {
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tempf = other.currentammo;
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other.currentammo = other.secondaryammo;
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other.secondaryammo = tempf;
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tempf1 = other.currentmag;
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other.currentmag = other.secondarymag;
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other.secondarymag = tempf1;
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tempf2 = other.weapon;
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other.weapon = other.secondaryweapon;
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other.secondaryweapon = tempf2;
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tempf3 = other.currentmag2;
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other.currentmag2 = other.secondarymag2;
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other.secondarymag2 = tempf3;
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} else if (other.weapon && other.secondaryweapon) {
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if ((other.perks & P_MULE) && !other.thirdweapon) {
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// store secondary weapon
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tempf = other.secondaryweapon;
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tempf1 = other.secondarymag;
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tempf2 = other.secondaryammo;
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tempf3 = other.secondarymag2;
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// move primary to secondary
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other.secondaryweapon = other.weapon;
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other.secondarymag = other.currentmag;
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other.secondarymag2 = other.currentmag2;
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other.secondaryammo = other.currentammo;
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// move secondary to tertiary
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other.thirdweapon = tempf;
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other.thirdmag = tempf1;
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other.thirdammo = tempf2;
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other.thirdmag2 = tempf3;
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}
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// free current slot
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other.currentammo = 0;
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other.currentmag = 0;
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other.weapon = 0;
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}
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sound(other, 0,"sounds/misc/ching.wav", 1, 1);
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other.reload_delay = 0;
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addmoney(other, -1*self.cost, 0);
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if (self.enemy) {
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oldent = self;
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self = self.enemy;
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self.use();
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self = oldent;
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}
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other.weapon = self.weapon;
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other.currentammo = getWeaponAmmo(self.weapon);
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other.currentmag = getWeaponMag(self.weapon);
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tempe = self;
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self = other;
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startframe = GetFrame(self.weapon,TAKE_OUT_START);
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endframe = GetFrame(self.weapon,TAKE_OUT_END);
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modelname = GetWeaponModel(self.weapon, 0);
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if (self.weapon != W_KAR_SCOPE && self.weapon != W_HEADCRACKER && !IsDualWeapon(self.weapon)) {
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self.weapon2model = "";
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}
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SwitchWeapon(self.weapon);
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Set_W_Frame (startframe, endframe, 0, 0, 0, SUB_Null, modelname, false, S_BOTH);//FIXME
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#ifndef PC
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self.Flash_Offset = GetWeaponFlash_Offset(self.weapon);
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self.Flash_Size = GetWeaponFlash_Size(self.weapon);
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self.Weapon_Name = GetWeaponName(self.weapon);
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#endif
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self = tempe;
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}
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if (other.ach_tracker_coll == ach_tracker_col2) {
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GiveAchievement(12, other);
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}
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};
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void() buy_weapon_link_target =
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{
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entity ent;
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ent = find (world, targetname, self.target);
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if (ent.classname == "weapon_wall")
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self.enemy = ent;
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}
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void() buy_weapon =
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{
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local string weaponname;
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InitTrigger ();
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weaponname = GetWeaponModel (self.weapon, 0);
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if (weaponname != "")
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precache_model (weaponname);
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weaponname = GetWeaponModel(self.weapon, 1);
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if (weaponname != "")
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precache_model (weaponname);
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precache_extra (self.weapon);
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self.touch = buy_weapon_touch;
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self.think = buy_weapon_link_target;
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self.nextthink = time + 0.2;
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ach_tracker_col2++;
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precache_sound("sounds/misc/ching.wav");
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};
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.float radioState;
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.float length;
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.string tune;
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void() radioPlay =
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{
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self.health = 1;
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if (self.radioState == 1) {
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sound (self, CHAN_ITEM, self.tune, 1, ATTN_NORM);
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self.nextthink = time + self.length;
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self.think = radioPlay;
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} else if (self.radioState == 0) {
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sound (self, CHAN_ITEM, "sounds/null.wav", 1, ATTN_NONE);
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self.nextthink = 0;
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self.think = SUB_Null;
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}
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}
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void() radio_hit =
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{
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self.health = 1;
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sound (self, CHAN_ITEM, "sounds/misc/radio.wav", 1, ATTN_NORM);
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self.nextthink = time + 1;//getSoundLen("sounds/music/tune1.wav");
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self.think = radioPlay;
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|
|
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;
|
|
};
|
|
|
|
/* ==================
|
|
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, STR_NOTENOUGHPOINTS);
|
|
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;
|
|
};
|