2011-02-18 14:31:32 +00:00
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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2021-03-24 20:13:01 +00:00
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Copyright (C) 2002-2021 Q3Rally Team (Per Thormann - q3rally@gmail.com)
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2011-02-18 14:31:32 +00:00
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This file is part of q3rally source code.
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q3rally source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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q3rally source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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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 q3rally; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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#include "g_local.h"
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//==========================================================
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/*QUAKED target_give (1 0 0) (-8 -8 -8) (8 8 8)
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Gives the activator all the items pointed to.
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*/
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void Use_Target_Give( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
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gentity_t *t;
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trace_t trace;
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if ( !activator->client ) {
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return;
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}
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if ( !ent->target ) {
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return;
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}
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memset( &trace, 0, sizeof( trace ) );
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t = NULL;
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while ( (t = G_Find (t, FOFS(targetname), ent->target)) != NULL ) {
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if ( !t->item ) {
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continue;
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}
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Touch_Item( t, activator, &trace );
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// make sure it isn't going to respawn or show any events
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t->nextthink = 0;
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trap_UnlinkEntity( t );
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}
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}
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void SP_target_give( gentity_t *ent ) {
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ent->use = Use_Target_Give;
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}
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//==========================================================
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/*QUAKED target_remove_powerups (1 0 0) (-8 -8 -8) (8 8 8)
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takes away all the activators powerups.
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Used to drop flight powerups into death puts.
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*/
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void Use_target_remove_powerups( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
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if( !activator->client ) {
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return;
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}
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if( activator->client->ps.powerups[PW_REDFLAG] ) {
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Team_ReturnFlag( TEAM_RED );
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} else if( activator->client->ps.powerups[PW_BLUEFLAG] ) {
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Team_ReturnFlag( TEAM_BLUE );
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} else if( activator->client->ps.powerups[PW_NEUTRALFLAG] ) {
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Team_ReturnFlag( TEAM_FREE );
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}
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memset( activator->client->ps.powerups, 0, sizeof( activator->client->ps.powerups ) );
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}
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void SP_target_remove_powerups( gentity_t *ent ) {
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ent->use = Use_target_remove_powerups;
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}
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//==========================================================
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/*QUAKED target_delay (1 0 0) (-8 -8 -8) (8 8 8)
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"wait" seconds to pause before firing targets.
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"random" delay variance, total delay = delay +/- random seconds
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*/
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void Think_Target_Delay( gentity_t *ent ) {
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G_UseTargets( ent, ent->activator );
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}
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void Use_Target_Delay( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
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ent->nextthink = level.time + ( ent->wait + ent->random * crandom() ) * 1000;
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ent->think = Think_Target_Delay;
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ent->activator = activator;
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}
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void SP_target_delay( gentity_t *ent ) {
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2017-12-03 10:09:52 +00:00
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// check delay for backwards compatibility
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2011-02-18 14:31:32 +00:00
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if ( !G_SpawnFloat( "delay", "0", &ent->wait ) ) {
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G_SpawnFloat( "wait", "1", &ent->wait );
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}
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if ( !ent->wait ) {
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ent->wait = 1;
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}
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ent->use = Use_Target_Delay;
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}
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//==========================================================
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/*QUAKED target_score (1 0 0) (-8 -8 -8) (8 8 8)
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"count" number of points to add, default 1
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The activator is given this many points.
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*/
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void Use_Target_Score (gentity_t *ent, gentity_t *other, gentity_t *activator) {
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AddScore( activator, ent->r.currentOrigin, ent->count );
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}
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void SP_target_score( gentity_t *ent ) {
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if ( !ent->count ) {
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ent->count = 1;
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}
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ent->use = Use_Target_Score;
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}
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//==========================================================
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/*QUAKED target_print (1 0 0) (-8 -8 -8) (8 8 8) redteam blueteam private
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"message" text to print
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If "private", only the activator gets the message. If no checks, all clients get the message.
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*/
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void Use_Target_Print (gentity_t *ent, gentity_t *other, gentity_t *activator) {
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if ( activator->client && ( ent->spawnflags & 4 ) ) {
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trap_SendServerCommand( activator-g_entities, va("cp \"%s\"", ent->message ));
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return;
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}
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if ( ent->spawnflags & 3 ) {
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if ( ent->spawnflags & 1 ) {
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G_TeamCommand( TEAM_RED, va("cp \"%s\"", ent->message) );
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}
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if ( ent->spawnflags & 2 ) {
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G_TeamCommand( TEAM_BLUE, va("cp \"%s\"", ent->message) );
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}
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return;
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}
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trap_SendServerCommand( -1, va("cp \"%s\"", ent->message ));
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}
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void SP_target_print( gentity_t *ent ) {
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ent->use = Use_Target_Print;
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}
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//==========================================================
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/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off global activator
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"noise" wav file to play
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A global sound will play full volume throughout the level.
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Activator sounds will play on the player that activated the target.
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Global and activator sounds can't be combined with looping.
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Normal sounds play each time the target is used.
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Looped sounds will be toggled by use functions.
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Multiple identical looping sounds will just increase volume without any speed cost.
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"wait" : Seconds between auto triggerings, 0 = don't auto trigger
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"random" wait variance, default is 0
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*/
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void Use_Target_Speaker (gentity_t *ent, gentity_t *other, gentity_t *activator) {
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if (ent->spawnflags & 3) { // looping sound toggles
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if (ent->s.loopSound)
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ent->s.loopSound = 0; // turn it off
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else
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ent->s.loopSound = ent->noise_index; // start it
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}else { // normal sound
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if ( ent->spawnflags & 8 ) {
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G_AddEvent( activator, EV_GENERAL_SOUND, ent->noise_index );
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} else if (ent->spawnflags & 4) {
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G_AddEvent( ent, EV_GLOBAL_SOUND, ent->noise_index );
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} else {
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G_AddEvent( ent, EV_GENERAL_SOUND, ent->noise_index );
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}
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}
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}
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void SP_target_speaker( gentity_t *ent ) {
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char buffer[MAX_QPATH];
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char *s;
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G_SpawnFloat( "wait", "0", &ent->wait );
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G_SpawnFloat( "random", "0", &ent->random );
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if ( !G_SpawnString( "noise", "NOSOUND", &s ) ) {
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G_Error( "target_speaker without a noise key at %s", vtos( ent->s.origin ) );
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}
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2012-09-15 03:03:44 +00:00
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// force all client relative sounds to be "activator" speakers that
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2011-02-18 14:31:32 +00:00
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// play on the entity that activates it
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if ( s[0] == '*' ) {
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ent->spawnflags |= 8;
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}
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if (!strstr( s, ".wav" )) {
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Com_sprintf (buffer, sizeof(buffer), "%s.wav", s );
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} else {
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Q_strncpyz( buffer, s, sizeof(buffer) );
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}
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ent->noise_index = G_SoundIndex(buffer);
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// a repeating speaker can be done completely client side
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ent->s.eType = ET_SPEAKER;
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ent->s.eventParm = ent->noise_index;
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ent->s.frame = ent->wait * 10;
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ent->s.clientNum = ent->random * 10;
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// check for prestarted looping sound
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if ( ent->spawnflags & 1 ) {
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ent->s.loopSound = ent->noise_index;
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}
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ent->use = Use_Target_Speaker;
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if (ent->spawnflags & 4) {
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ent->r.svFlags |= SVF_BROADCAST;
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}
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VectorCopy( ent->s.origin, ent->s.pos.trBase );
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// must link the entity so we get areas and clusters so
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// the server can determine who to send updates to
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trap_LinkEntity( ent );
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}
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//==========================================================
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/*QUAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON
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When triggered, fires a laser. You can either set a target or a direction.
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*/
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void target_laser_think (gentity_t *self) {
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vec3_t end;
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trace_t tr;
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vec3_t point;
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// if pointed at another entity, set movedir to point at it
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if ( self->enemy ) {
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VectorMA (self->enemy->s.origin, 0.5, self->enemy->r.mins, point);
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VectorMA (point, 0.5, self->enemy->r.maxs, point);
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VectorSubtract (point, self->s.origin, self->movedir);
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VectorNormalize (self->movedir);
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}
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// fire forward and see what we hit
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VectorMA (self->s.origin, 2048, self->movedir, end);
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trap_Trace( &tr, self->s.origin, NULL, NULL, end, self->s.number, CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_CORPSE);
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if ( tr.entityNum ) {
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// hurt it if we can
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G_Damage ( &g_entities[tr.entityNum], self, self->activator, self->movedir,
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tr.endpos, self->damage, DAMAGE_NO_KNOCKBACK, MOD_TARGET_LASER);
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}
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VectorCopy (tr.endpos, self->s.origin2);
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trap_LinkEntity( self );
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self->nextthink = level.time + FRAMETIME;
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}
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void target_laser_on (gentity_t *self)
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{
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if (!self->activator)
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self->activator = self;
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target_laser_think (self);
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}
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void target_laser_off (gentity_t *self)
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{
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trap_UnlinkEntity( self );
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self->nextthink = 0;
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}
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void target_laser_use (gentity_t *self, gentity_t *other, gentity_t *activator)
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{
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self->activator = activator;
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if ( self->nextthink > 0 )
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target_laser_off (self);
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else
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target_laser_on (self);
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}
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void target_laser_start (gentity_t *self)
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{
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gentity_t *ent;
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self->s.eType = ET_BEAM;
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if (self->target) {
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ent = G_Find (NULL, FOFS(targetname), self->target);
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if (!ent) {
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G_Printf ("%s at %s: %s is a bad target\n", self->classname, vtos(self->s.origin), self->target);
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}
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self->enemy = ent;
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} else {
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G_SetMovedir (self->s.angles, self->movedir);
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}
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self->use = target_laser_use;
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self->think = target_laser_think;
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if ( !self->damage ) {
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self->damage = 1;
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}
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if (self->spawnflags & 1)
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target_laser_on (self);
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else
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target_laser_off (self);
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}
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void SP_target_laser (gentity_t *self)
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{
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// let everything else get spawned before we start firing
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self->think = target_laser_start;
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self->nextthink = level.time + FRAMETIME;
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}
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//==========================================================
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void target_teleporter_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
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gentity_t *dest;
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if (!activator->client)
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return;
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dest = G_PickTarget( self->target );
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if (!dest) {
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G_Printf ("Couldn't find teleporter destination\n");
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return;
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}
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TeleportPlayer( activator, dest->s.origin, dest->s.angles );
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}
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/*QUAKED target_teleporter (1 0 0) (-8 -8 -8) (8 8 8)
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The activator will be teleported away.
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*/
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void SP_target_teleporter( gentity_t *self ) {
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if (!self->targetname)
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G_Printf("untargeted %s at %s\n", self->classname, vtos(self->s.origin));
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self->use = target_teleporter_use;
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}
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//==========================================================
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/*QUAKED target_relay (.5 .5 .5) (-8 -8 -8) (8 8 8) RED_ONLY BLUE_ONLY RANDOM
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This doesn't perform any actions except fire its targets.
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The activator can be forced to be from a certain team.
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if RANDOM is checked, only one of the targets will be fired, not all of them
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*/
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void target_relay_use (gentity_t *self, gentity_t *other, gentity_t *activator) {
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if ( ( self->spawnflags & 1 ) && activator->client
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&& activator->client->sess.sessionTeam != TEAM_RED ) {
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return;
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}
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if ( ( self->spawnflags & 2 ) && activator->client
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&& activator->client->sess.sessionTeam != TEAM_BLUE ) {
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return;
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}
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if ( self->spawnflags & 4 ) {
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gentity_t *ent;
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ent = G_PickTarget( self->target );
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if ( ent && ent->use ) {
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ent->use( ent, self, activator );
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}
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return;
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}
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G_UseTargets (self, activator);
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}
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void SP_target_relay (gentity_t *self) {
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self->use = target_relay_use;
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}
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//==========================================================
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/*QUAKED target_kill (.5 .5 .5) (-8 -8 -8) (8 8 8)
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Kills the activator.
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*/
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void target_kill_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
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G_Damage ( activator, NULL, NULL, NULL, NULL, 100000, DAMAGE_NO_PROTECTION, MOD_TELEFRAG);
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}
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void SP_target_kill( gentity_t *self ) {
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self->use = target_kill_use;
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}
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/*QUAKED target_position (0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as a positional target for in-game calculation, like jumppad targets.
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*/
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void SP_target_position( gentity_t *self ){
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G_SetOrigin( self, self->s.origin );
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}
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static void target_location_linkup(gentity_t *ent)
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{
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int i;
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int n;
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if (level.locationLinked)
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return;
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level.locationLinked = qtrue;
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level.locationHead = NULL;
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trap_SetConfigstring( CS_LOCATIONS, "unknown" );
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for (i = 0, ent = g_entities, n = 1;
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i < level.num_entities;
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i++, ent++) {
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if (ent->classname && !Q_stricmp(ent->classname, "target_location")) {
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// lets overload some variables!
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ent->health = n; // use for location marking
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trap_SetConfigstring( CS_LOCATIONS + n, ent->message );
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n++;
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ent->nextTrain = level.locationHead;
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|
level.locationHead = ent;
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|
}
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|
}
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|
// All linked together now
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|
}
|
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|
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|
|
/*QUAKED target_location (0 0.5 0) (-8 -8 -8) (8 8 8)
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|
Set "message" to the name of this location.
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|
|
Set "count" to 0-7 for color.
|
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|
|
0:white 1:red 2:green 3:yellow 4:blue 5:cyan 6:magenta 7:white
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|
Closest target_location in sight used for the location, if none
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|
in site, closest in distance
|
|
|
|
*/
|
|
|
|
void SP_target_location( gentity_t *self ){
|
|
|
|
self->think = target_location_linkup;
|
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|
|
self->nextthink = level.time + 200; // Let them all spawn first
|
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|
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|
|
G_SetOrigin( self, self->s.origin );
|
|
|
|
}
|
|
|
|
|
2011-07-15 17:02:36 +00:00
|
|
|
//==========================================================
|
|
|
|
|
2011-07-30 04:59:56 +00:00
|
|
|
/*QUAKED target_gravity (.5 .5 .5) (-8 -8 -8) (8 8 8) GLOBAL
|
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|
|
Sets the gravity of the activator. The gravity is set through the "count" key.
|
|
|
|
If GLOBAL is checked, all players in the game will have their gravity changed.
|
|
|
|
*/
|
|
|
|
void target_gravity_use (gentity_t *self, gentity_t *other, gentity_t *activator) {
|
|
|
|
int i;
|
|
|
|
|
|
|
|
if ( !self->count )
|
|
|
|
self->count = g_gravity.integer;
|
|
|
|
|
|
|
|
if ( (self->spawnflags & 1) )
|
|
|
|
{
|
|
|
|
for (i = 0; i < level.maxclients; i++)
|
|
|
|
{
|
|
|
|
level.clients[i].ps.gravity = self->count;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
activator->client->ps.gravity = self->count;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SP_target_gravity (gentity_t *self) {
|
|
|
|
self->use = target_gravity_use;
|
|
|
|
}
|
|
|
|
|
2011-07-15 17:02:36 +00:00
|
|
|
/*QUAKED target_earthquake (.5 .5 .5) (-8 -8 -8) (8 8 8)
|
|
|
|
starts earthquake
|
|
|
|
"length" - length in seconds (2-32, in steps of 2)
|
|
|
|
"intensity" - strength of earthquake (1-16)
|
|
|
|
*/
|
|
|
|
|
|
|
|
void target_earthquake_use (gentity_t *self, gentity_t *other, gentity_t *activator) {
|
|
|
|
G_AddEvent(activator, EV_EARTHQUAKE, self->s.generic1);
|
|
|
|
}
|
|
|
|
|
|
|
|
void SP_target_earthquake (gentity_t *self) {
|
|
|
|
int param;
|
|
|
|
float length; // length in seconds (2 to 32)
|
|
|
|
float intensity; // intensity (1 to 16)
|
|
|
|
int length_;
|
|
|
|
int intensity_;
|
|
|
|
|
|
|
|
// read parameters
|
|
|
|
G_SpawnFloat( "length", "1000", &length );
|
|
|
|
G_SpawnFloat( "intensity", "50", &intensity );
|
|
|
|
if ( length < 2 ) length = 2;
|
|
|
|
if ( length > 32 ) length = 32;
|
|
|
|
if ( intensity < 1 ) intensity = 1;
|
|
|
|
if ( intensity > 16 ) intensity = 16;
|
|
|
|
|
|
|
|
// adjust parameters
|
|
|
|
length_ = ((int)(length) - 2) / 2;
|
|
|
|
intensity_ = (int)intensity - 1;
|
|
|
|
param = ( intensity_ | (length_ << 4) );
|
|
|
|
self->s.generic1 = param;
|
|
|
|
self->use = target_earthquake_use;
|
|
|
|
self->s.eType = ET_EVENTS;
|
|
|
|
trap_LinkEntity (self);
|
|
|
|
}
|
|
|
|
|