mirror of
https://git.code.sf.net/p/quake/game-source
synced 2025-06-01 17:52:09 +00:00
Update for new QF features.
This commit is contained in:
parent
f9c0b28fec
commit
e16af82af2
23 changed files with 4122 additions and 4878 deletions
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@ -1,5 +1,5 @@
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/*
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#FILENAME#
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triggers.qc
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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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@ -22,11 +22,10 @@
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$Id$
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*/
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entity stemp, otemp, s, old;
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void() trigger_reactivate =
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void ()
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trigger_reactivate =
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{
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self.solid = SOLID_TRIGGER;
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};
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@ -37,29 +36,26 @@ float SPAWNFLAG_NOMESSAGE = 1;
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float SPAWNFLAG_NOTOUCH = 1;
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// the wait time has passed, so set back up for another activation
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void() multi_wait =
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void ()
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multi_wait =
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{
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if (self.max_health)
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{
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if (self.max_health) {
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self.health = self.max_health;
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self.takedamage = DAMAGE_YES;
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self.solid = SOLID_BBOX;
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}
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};
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// the trigger was just touched/killed/used
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// self.enemy should be set to the activator so it can be held through a delay
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// so wait for the delay time before firing
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void() multi_trigger =
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void ()
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multi_trigger =
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{
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if (self.nextthink > time)
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{
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return; // allready been triggered
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}
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if (self.classname == "trigger_secret")
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{
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if (self.classname == "trigger_secret") {
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if (self.enemy.classname != "player")
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return;
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found_secrets = found_secrets + 1;
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@ -69,20 +65,18 @@ void() multi_trigger =
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if (self.noise)
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sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
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// don't trigger again until reset
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// don't trigger again until reset
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self.takedamage = DAMAGE_NO;
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activator = self.enemy;
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SUB_UseTargets();
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if (self.wait > 0)
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{
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SUB_UseTargets ();
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if (self.wait > 0) {
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self.think = multi_wait;
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self.nextthink = time + self.wait;
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}
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else
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{ // we can't just remove (self) here, because this is a touch function
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} else {
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// we can't just remove (self) here, because this is a touch function
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// called wheil C code is looping through area links...
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self.touch = SUB_Null;
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self.nextthink = time + 0.1;
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@ -90,26 +84,28 @@ void() multi_trigger =
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}
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};
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void() multi_killed =
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void ()
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multi_killed =
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{
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self.enemy = damage_attacker;
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multi_trigger();
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multi_trigger ();
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};
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void() multi_use =
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void ()
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multi_use =
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{
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self.enemy = activator;
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multi_trigger();
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multi_trigger ();
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};
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void() multi_touch =
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void ()
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multi_touch =
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{
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if (other.classname != "player")
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return;
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// if the trigger has an angles field, check player's facing direction
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if (self.movedir != '0 0 0')
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{
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// if the trigger has an angles field, check player's facing direction
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if (self.movedir != '0 0 0') {
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makevectors (other.angles);
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if (v_forward * self.movedir < 0)
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return; // not facing the right way
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@ -132,32 +128,32 @@ sounds
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4)
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set "message" to text string
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*/
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void() trigger_multiple =
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void ()
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trigger_multiple =
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{
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if (self.sounds == 1)
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{
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switch (self.sounds) {
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case 1:
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precache_sound ("misc/secret.wav");
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self.noise = "misc/secret.wav";
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}
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else if (self.sounds == 2)
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{
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break;
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case 2:
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precache_sound ("misc/talk.wav");
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self.noise = "misc/talk.wav";
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}
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else if (self.sounds == 3)
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{
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break;
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case 3:
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precache_sound ("misc/trigger1.wav");
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self.noise = "misc/trigger1.wav";
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default:
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break;
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}
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if (!self.wait)
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self.wait = 0.2;
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self.use = multi_use;
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InitTrigger ();
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if (self.health)
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{
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if (self.health) {
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if (self.spawnflags & SPAWNFLAG_NOTOUCH)
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objerror ("health and notouch don't make sense\n");
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self.max_health = self.health;
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@ -165,17 +161,12 @@ void() trigger_multiple =
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self.takedamage = DAMAGE_YES;
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self.solid = SOLID_BBOX;
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setorigin (self, self.origin); // make sure it links into the world
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}
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else
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{
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if ( !(self.spawnflags & SPAWNFLAG_NOTOUCH) )
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{
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} else {
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if (!(self.spawnflags & SPAWNFLAG_NOTOUCH))
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self.touch = multi_touch;
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}
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}
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};
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/*QUAKED trigger_once (.5 .5 .5) ? notouch
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Variable sized trigger. Triggers once, then removes itself. You must set the key "target" to the name of another object in the level that has a matching
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"targetname". If "health" is set, the trigger must be killed to activate.
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@ -189,10 +180,11 @@ sounds
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4)
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set "message" to text string
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*/
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void() trigger_once =
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void ()
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trigger_once =
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{
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self.wait = -1;
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trigger_multiple();
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trigger_multiple ();
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};
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//=============================================================================
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@ -200,12 +192,12 @@ void() trigger_once =
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/*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
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This fixed size trigger cannot be touched, it can only be fired by other events. It can contain killtargets, targets, delays, and messages.
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*/
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void() trigger_relay =
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void ()
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trigger_relay =
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{
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self.use = SUB_UseTargets;
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};
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//=============================================================================
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/*QUAKED trigger_secret (.5 .5 .5) ?
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@ -217,24 +209,25 @@ sounds
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4)
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set "message" to text string
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*/
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void() trigger_secret =
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void ()
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trigger_secret =
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{
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total_secrets = total_secrets + 1;
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total_secrets++;
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self.wait = -1;
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if (!self.message)
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self.message = "You found a secret area!";
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if (!self.sounds)
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switch (self.sounds) {
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default:
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self.sounds = 1;
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if (self.sounds == 1)
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{
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case 1:
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precache_sound ("misc/secret.wav");
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self.noise = "misc/secret.wav";
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}
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else if (self.sounds == 2)
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{
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break;
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case 2:
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precache_sound ("misc/talk.wav");
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self.noise = "misc/talk.wav";
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break;
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}
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trigger_multiple ();
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@ -242,34 +235,38 @@ void() trigger_secret =
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//=============================================================================
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void() counter_use =
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void ()
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counter_use =
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{
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self.count = self.count - 1;
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self.count--;
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if (self.count < 0)
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return;
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if (self.count != 0)
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{
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if (self.count > 0) {
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if (activator.classname == "player"
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&& (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
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{
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if (self.count >= 4)
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&& (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0) {
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switch (self.count) {
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default:
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centerprint (activator, "There are more to go...");
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else if (self.count == 3)
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break;
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case 3:
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centerprint (activator, "Only 3 more to go...");
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else if (self.count == 2)
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break;
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case 2:
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centerprint (activator, "Only 2 more to go...");
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else
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break;
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case 1:
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centerprint (activator, "Only 1 more to go...");
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break;
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}
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}
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return;
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}
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if (activator.classname == "player"
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&& (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
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centerprint(activator, "Sequence completed!");
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self.enemy = activator;
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&& (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
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centerprint (activator, "Sequence completed!");
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self.enemy = activator;
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multi_trigger ();
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};
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@ -280,94 +277,87 @@ If nomessage is not set, t will print "1 more.. " etc when triggered and "sequen
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After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
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*/
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void() trigger_counter =
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void ()
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trigger_counter =
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{
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self.wait = -1;
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self.wait--;
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if (!self.count)
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self.count = 2;
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self.use = counter_use;
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};
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/*
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==============================================================================
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TELEPORT TRIGGERS
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==============================================================================
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*/
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// TELEPORT TRIGGERS ==========================================================
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float PLAYER_ONLY = 1;
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float SILENT = 2;
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void() play_teleport =
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void ()
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play_teleport =
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{
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local float v;
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local string tmpstr;
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local string tmpstr = "misc/r_tele5.wav";
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v = random() * 5;
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if (v < 1)
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switch (rint (5 * random())) {
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case 0:
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tmpstr = "misc/r_tele1.wav";
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else if (v < 2)
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break;
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case 1:
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tmpstr = "misc/r_tele2.wav";
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else if (v < 3)
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break;
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case 2:
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tmpstr = "misc/r_tele3.wav";
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else if (v < 4)
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break;
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case 3:
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tmpstr = "misc/r_tele4.wav";
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else
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tmpstr = "misc/r_tele5.wav";
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break;
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default:
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// tmpstr = "misc/r_tele5.wav";
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break;
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}
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sound (self, CHAN_VOICE, tmpstr, 1, ATTN_NORM);
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remove (self);
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};
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void(vector org) spawn_tfog =
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void (vector org)
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spawn_tfog =
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{
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s = spawn ();
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s.origin = org;
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s.nextthink = time + 0.2;
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s.think = play_teleport;
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WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
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WriteByte (MSG_MULTICAST, TE_TELEPORT);
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WriteCoord (MSG_MULTICAST, org_x);
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WriteCoord (MSG_MULTICAST, org_y);
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WriteCoord (MSG_MULTICAST, org_z);
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WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_TELEPORT);
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WriteCoordV (MSG_MULTICAST, org);
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multicast (org, MULTICAST_PHS);
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};
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void() tdeath_touch =
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void ()
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tdeath_touch =
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{
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if (other == self.owner)
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return;
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// frag anyone who teleports in on top of an invincible player
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if (other.classname == "player")
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{
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// frag anyone who teleports in on top of an invincible player
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if (other.classname == "player") {
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if (other.invincible_finished > time)
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self.classname = "teledeath2";
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if (self.owner.classname != "player")
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{ // other monsters explode themselves
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if (self.owner.classname != "player") {
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// other monsters explode themselves
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T_Damage (self.owner, self, self, 50000);
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return;
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}
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}
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if (other.health)
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{
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T_Damage (other, self, self, 50000);
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}
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};
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void(vector org, entity death_owner) spawn_tdeath =
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void (vector org, entity death_owner)
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spawn_tdeath =
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{
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local entity death;
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local entity death;
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death = spawn();
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death = spawn ();
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death.classname = "teledeath";
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death.movetype = MOVETYPE_NONE;
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death.solid = SOLID_TRIGGER;
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@ -382,82 +372,73 @@ local entity death;
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force_retouch = 2; // make sure even still objects get hit
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};
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void() teleport_touch =
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void ()
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teleport_touch =
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{
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local entity t;
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local vector org;
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local entity t;
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local vector org;
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if (self.targetname)
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{
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if (self.nextthink < time)
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{
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return; // not fired yet
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}
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}
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if (self.spawnflags & PLAYER_ONLY)
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{
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if (other.classname != "player")
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return;
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}
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// only teleport living creatures
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// only teleport living creatures
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if (other.health <= 0 || other.solid != SOLID_SLIDEBOX)
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return;
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SUB_UseTargets ();
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// put a tfog where the player was
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// put a tfog where the player was
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spawn_tfog (other.origin);
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t = find (world, targetname, self.target);
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if (!t)
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objerror ("couldn't find target");
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// spawn a tfog flash in front of the destination
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// spawn a tfog flash in front of the destination
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makevectors (t.mangle);
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org = t.origin + 32 * v_forward;
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spawn_tfog (org);
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spawn_tdeath(t.origin, other);
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spawn_tdeath (t.origin, other);
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// move the player and lock him down for a little while
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if (!other.health)
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{
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// move the player and lock him down for a little while
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if (!other.health) {
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other.origin = t.origin;
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other.velocity = (v_forward * other.velocity_x) + (v_forward * other.velocity_y);
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other.velocity = v_forward * (other.velocity_x + other.velocity_y);
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return;
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}
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setorigin (other, t.origin);
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other.angles = t.mangle;
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if (other.classname == "player")
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{
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// Teleporting - detach hook (wedge)
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if (other.weapon == IT_GRAPPLE && other.hook_out)
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{
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sound (other, CHAN_WEAPON, "weapons/bounce2.wav", 1, ATTN_NORM);
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other.on_hook = FALSE;
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other.hook_out = FALSE;
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other.weaponframe = 0;
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other.attack_finished = time + 0.75;// avoid instant rehook
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}
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if (other.classname == "player") {
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// Teleporting - detach hook (wedge)
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if (other.weapon == IT_GRAPPLE && other.hook_out) {
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sound (other, CHAN_WEAPON, "weapons/bounce2.wav", 1, ATTN_NORM);
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other.on_hook = FALSE;
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other.hook_out = FALSE;
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other.weaponframe = 0;
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other.attack_finished = time + 0.75;// avoid instant rehook
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}
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other.fixangle = 1; // turn this way immediately
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other.fixangle = 1; // turn this way immediately
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other.teleport_time = time + 0.7;
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if (other.flags & FL_ONGROUND)
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other.flags = other.flags - FL_ONGROUND;
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other.flags &= ~FL_ONGROUND;
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other.velocity = v_forward * 300;
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}
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other.flags = other.flags - other.flags & FL_ONGROUND;
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other.flags &= ~FL_ONGROUND;
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};
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/*QUAKED info_teleport_destination (.5 .5 .5) (-8 -8 -8) (8 8 32)
|
||||
This is the destination marker for a teleporter. It should have a "targetname" field with the same value as a teleporter's "target" field.
|
||||
*/
|
||||
void() info_teleport_destination =
|
||||
void ()
|
||||
info_teleport_destination =
|
||||
{
|
||||
// this does nothing, just serves as a target spot
|
||||
// this does nothing, just serves as a target spot
|
||||
self.mangle = self.angles;
|
||||
self.angles = '0 0 0';
|
||||
self.model = "";
|
||||
|
@ -466,7 +447,8 @@ void() info_teleport_destination =
|
|||
objerror ("no targetname");
|
||||
};
|
||||
|
||||
void() teleport_use =
|
||||
void ()
|
||||
teleport_use =
|
||||
{
|
||||
self.nextthink = time + 0.2;
|
||||
force_retouch = 2; // make sure even still objects get hit
|
||||
|
@ -478,9 +460,10 @@ Any object touching this will be transported to the corresponding info_teleport_
|
|||
|
||||
If the trigger_teleport has a targetname, it will only teleport entities when it has been fired.
|
||||
*/
|
||||
void() trigger_teleport =
|
||||
void ()
|
||||
trigger_teleport =
|
||||
{
|
||||
local vector o;
|
||||
local vector o;
|
||||
|
||||
InitTrigger ();
|
||||
self.touch = teleport_touch;
|
||||
|
@ -489,41 +472,30 @@ void() trigger_teleport =
|
|||
objerror ("no target");
|
||||
self.use = teleport_use;
|
||||
|
||||
if (!(self.spawnflags & SILENT))
|
||||
{
|
||||
if (!(self.spawnflags & SILENT)) {
|
||||
precache_sound ("ambience/hum1.wav");
|
||||
o = (self.mins + self.maxs)*0.5;
|
||||
ambientsound (o, "ambience/hum1.wav",0.5 , ATTN_STATIC);
|
||||
o = (self.mins + self.maxs) * 0.5;
|
||||
ambientsound (o, "ambience/hum1.wav", 0.5 , ATTN_STATIC);
|
||||
}
|
||||
};
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
|
||||
trigger_setskill
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
// trigger_setskill ===========================================================
|
||||
|
||||
/*QUAKED trigger_setskill (.5 .5 .5) ?
|
||||
sets skill level to the value of "message".
|
||||
Only used on start map.
|
||||
*/
|
||||
void() trigger_setskill =
|
||||
void ()
|
||||
trigger_setskill =
|
||||
{
|
||||
remove (self);
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
// ONLY REGISTERED TRIGGERS ===================================================
|
||||
|
||||
ONLY REGISTERED TRIGGERS
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
void() trigger_onlyregistered_touch =
|
||||
void ()
|
||||
trigger_onlyregistered_touch =
|
||||
{
|
||||
if (other.classname != "player")
|
||||
return;
|
||||
|
@ -531,16 +503,12 @@ void() trigger_onlyregistered_touch =
|
|||
return;
|
||||
|
||||
self.attack_finished = time + 2;
|
||||
if (cvar("registered"))
|
||||
{
|
||||
if (cvar ("registered")) {
|
||||
self.message = "";
|
||||
SUB_UseTargets ();
|
||||
remove (self);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (self.message != "")
|
||||
{
|
||||
} else {
|
||||
if (self.message != "") {
|
||||
centerprint (other, self.message);
|
||||
sound (other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM);
|
||||
}
|
||||
|
@ -550,7 +518,8 @@ void() trigger_onlyregistered_touch =
|
|||
/*QUAKED trigger_onlyregistered (.5 .5 .5) ?
|
||||
Only fires if playing the registered version, otherwise prints the message
|
||||
*/
|
||||
void() trigger_onlyregistered =
|
||||
void ()
|
||||
trigger_onlyregistered =
|
||||
{
|
||||
precache_sound ("misc/talk.wav");
|
||||
InitTrigger ();
|
||||
|
@ -559,16 +528,17 @@ void() trigger_onlyregistered =
|
|||
|
||||
//============================================================================
|
||||
|
||||
void() hurt_on =
|
||||
void ()
|
||||
hurt_on =
|
||||
{
|
||||
self.solid = SOLID_TRIGGER;
|
||||
self.nextthink = -1;
|
||||
};
|
||||
|
||||
void() hurt_touch =
|
||||
void ()
|
||||
hurt_touch =
|
||||
{
|
||||
if (other.takedamage)
|
||||
{
|
||||
if (other.takedamage) {
|
||||
self.solid = SOLID_NOT;
|
||||
T_Damage (other, self, self, self.dmg);
|
||||
self.think = hurt_on;
|
||||
|
@ -583,7 +553,8 @@ Any object touching this will be hurt
|
|||
set dmg to damage amount
|
||||
defalt dmg = 5
|
||||
*/
|
||||
void() trigger_hurt =
|
||||
void ()
|
||||
trigger_hurt =
|
||||
{
|
||||
InitTrigger ();
|
||||
self.touch = hurt_touch;
|
||||
|
@ -595,17 +566,15 @@ void() trigger_hurt =
|
|||
|
||||
float PUSH_ONCE = 1;
|
||||
|
||||
void() trigger_push_touch =
|
||||
void ()
|
||||
trigger_push_touch =
|
||||
{
|
||||
if (other.classname == "grenade")
|
||||
other.velocity = self.speed * self.movedir * 10;
|
||||
else if (other.health > 0)
|
||||
{
|
||||
else if (other.health > 0) {
|
||||
other.velocity = self.speed * self.movedir * 10;
|
||||
if (other.classname == "player")
|
||||
{
|
||||
if (other.fly_sound < time)
|
||||
{
|
||||
if (other.classname == "player") {
|
||||
if (other.fly_sound < time) {
|
||||
other.fly_sound = time + 1.5;
|
||||
sound (other, CHAN_AUTO, "ambience/windfly.wav", 1, ATTN_NORM);
|
||||
}
|
||||
|
@ -615,11 +584,11 @@ void() trigger_push_touch =
|
|||
remove(self);
|
||||
};
|
||||
|
||||
|
||||
/*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE
|
||||
Pushes the player
|
||||
*/
|
||||
void() trigger_push =
|
||||
void ()
|
||||
trigger_push =
|
||||
{
|
||||
InitTrigger ();
|
||||
precache_sound ("ambience/windfly.wav");
|
||||
|
@ -630,19 +599,20 @@ void() trigger_push =
|
|||
|
||||
//============================================================================
|
||||
|
||||
void() trigger_monsterjump_touch =
|
||||
void ()
|
||||
trigger_monsterjump_touch =
|
||||
{
|
||||
if ( other.flags & (FL_MONSTER | FL_FLY | FL_SWIM) != FL_MONSTER )
|
||||
if (other.flags & (FL_MONSTER | FL_FLY | FL_SWIM) != FL_MONSTER)
|
||||
return;
|
||||
|
||||
// set XY even if not on ground, so the jump will clear lips
|
||||
// set XY even if not on ground, so the jump will clear lips
|
||||
other.velocity_x = self.movedir_x * self.speed;
|
||||
other.velocity_y = self.movedir_y * self.speed;
|
||||
|
||||
if ( !(other.flags & FL_ONGROUND) )
|
||||
|
||||
if (!(other.flags & FL_ONGROUND))
|
||||
return;
|
||||
|
||||
other.flags = other.flags - FL_ONGROUND;
|
||||
|
||||
other.flags &= ~FL_ONGROUND;
|
||||
|
||||
other.velocity_z = self.height;
|
||||
};
|
||||
|
@ -652,7 +622,8 @@ Walking monsters that touch this will jump in the direction of the trigger's ang
|
|||
"speed" default to 200, the speed thrown forward
|
||||
"height" default to 200, the speed thrown upwards
|
||||
*/
|
||||
void() trigger_monsterjump =
|
||||
void ()
|
||||
trigger_monsterjump =
|
||||
{
|
||||
if (!self.speed)
|
||||
self.speed = 200;
|
||||
|
@ -663,4 +634,3 @@ void() trigger_monsterjump =
|
|||
InitTrigger ();
|
||||
self.touch = trigger_monsterjump_touch;
|
||||
};
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue