#include "config.rh" #include "paroxysm.rh" void() plat_center_touch; void() plat_outside_touch; void() plat_trigger_use; void() plat_go_up; void() plat_go_down; void() plat_crush; float PLAT_LOW_TRIGGER = 1; void() plat_spawn_inside_trigger = { local entity trigger; local vector tmin, tmax; // // middle trigger // trigger = spawn(); trigger.touch = plat_center_touch; trigger.movetype = MOVETYPE_NONE; trigger.solid = SOLID_TRIGGER; trigger.enemy = @self; tmin = @self.mins + '25 25 0'; tmax = @self.maxs - '25 25 -8'; tmin_z = tmax_z - (@self.pos1_z - @self.pos2_z + 8); if (@self.spawnflags & PLAT_LOW_TRIGGER) tmax_z = tmin_z + 8; if (@self.size_x <= 50) { tmin_x = (@self.mins_x + @self.maxs_x) / 2; tmax_x = tmin_x + 1; } if (@self.size_y <= 50) { tmin_y = (@self.mins_y + @self.maxs_y) / 2; tmax_y = tmin_y + 1; } setsize (trigger, tmin, tmax); }; void() plat_hit_top = { sound (@self, CHAN_NO_PHS_ADD+CHAN_VOICE, @self.noise1, 1, ATTN_NORM); @self.state = STATE_TOP; @self.think = plat_go_down; @self.nextthink = @self.ltime + 3; }; void() plat_hit_bottom = { sound (@self, CHAN_NO_PHS_ADD+CHAN_VOICE, @self.noise1, 1, ATTN_NORM); @self.state = STATE_BOTTOM; }; void() plat_go_down = { sound (@self, CHAN_VOICE, @self.noise, 1, ATTN_NORM); @self.state = STATE_DOWN; SUB_CalcMove (@self.pos2, @self.speed, plat_hit_bottom); }; void() plat_go_up = { sound (@self, CHAN_VOICE, @self.noise, 1, ATTN_NORM); @self.state = STATE_UP; SUB_CalcMove (@self.pos1, @self.speed, plat_hit_top); }; void() plat_center_touch = { if (other.classname != "player") return; if (other.health <= 0) return; @self = @self.enemy; if (@self.state == STATE_BOTTOM) plat_go_up (); else if (@self.state == STATE_TOP) @self.nextthink = @self.ltime + 1; // delay going down }; void() plat_outside_touch = { if (other.classname != "player") return; if (other.health <= 0) return; //dprint ("plat_outside_touch\n"); @self = @self.enemy; if (@self.state == STATE_TOP) plat_go_down (); }; void() plat_trigger_use = { if (@self.think) return; // allready activated plat_go_down(); }; void() plat_crush = { //dprint ("plat_crush\n"); other.deathtype = "squish"; T_Damage (other, @self, @self, 1); if (@self.state == STATE_UP) plat_go_down (); else if (@self.state == STATE_DOWN) plat_go_up (); else objerror ("plat_crush: bad @self.state\n"); }; void() plat_use = { @self.use = SUB_Null; if (@self.state != STATE_UP) objerror ("plat_use: not in up state"); plat_go_down(); }; /*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER speed default 150 Plats are always drawn in the extended position, so they will light correctly. If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is trigger, when it will lower and become a normal plat. If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determined by the model's height. Set "sounds" to one of the following: 1) base fast 2) chain slow */ void() func_plat = { if (!@self.t_length) @self.t_length = 80; if (!@self.t_width) @self.t_width = 10; if (@self.sounds == 0) @self.sounds = 3;// + POX - changed from 2 // FIX THIS TO LOAD A GENERIC PLAT SOUND if (@self.sounds == 1) { precache_sound ("plats/plat1.wav"); precache_sound ("plats/plat2.wav"); @self.noise = "plats/plat1.wav"; @self.noise1 = "plats/plat2.wav"; } if (@self.sounds == 2) { precache_sound ("plats/medplat1.wav"); precache_sound ("plats/medplat2.wav"); @self.noise = "plats/medplat1.wav"; @self.noise1 = "plats/medplat2.wav"; } // + POX - more sounds if (@self.sounds == 3) { precache_sound ("doors/hydro1.wav"); precache_sound ("doors/hydro2.wav"); @self.noise = "doors/hydro1.wav"; @self.noise1 = "doors/hydro2.wav"; } if (@self.sounds == 4) { precache_sound ("doors/stndr1.wav"); precache_sound ("doors/stndr2.wav"); @self.noise = "doors/stndr1.wav"; @self.noise1 = "doors/stndr2.wav"; } if (@self.sounds == 5) { precache_sound ("doors/ddoor1.wav"); precache_sound ("doors/ddoor2.wav"); @self.noise = "doors/ddoor2.wav"; @self.noise1 = "doors/ddoor1.wav"; } // - POX @self.mangle = @self.angles; @self.angles = '0 0 0'; @self.classname = "plat"; @self.solid = SOLID_BSP; @self.movetype = MOVETYPE_PUSH; setorigin (@self, @self.origin); setmodel (@self, @self.model); setsize (@self, @self.mins , @self.maxs); @self.blocked = plat_crush; if (!@self.speed) @self.speed = 150; // pos1 is the top position, pos2 is the bottom @self.pos1 = @self.origin; @self.pos2 = @self.origin; if (@self.height) @self.pos2_z = @self.origin_z - @self.height; else @self.pos2_z = @self.origin_z - @self.size_z + 8; @self.use = plat_trigger_use; plat_spawn_inside_trigger (); // the "start moving" trigger if (@self.targetname) { @self.state = STATE_UP; @self.use = plat_use; } else { setorigin (@self, @self.pos2); @self.state = STATE_BOTTOM; } }; //============================================================================ void() train_next; void() func_train_find; void() train_blocked = { if (time < @self.attack_finished) return; @self.attack_finished = time + 0.5; other.deathtype = "squish"; T_Damage (other, @self, @self, @self.dmg); }; void() train_use = { if (@self.think != func_train_find) return; // already activated train_next(); }; void() train_wait = { if (@self.wait) { @self.nextthink = @self.ltime + @self.wait; sound (@self, CHAN_NO_PHS_ADD+CHAN_VOICE, @self.noise, 1, ATTN_NORM); } else @self.nextthink = @self.ltime + 0.1; @self.think = train_next; }; void() train_next = { local entity targ; targ = find (world, targetname, @self.target); @self.target = targ.target; if (!@self.target) objerror ("train_next: no next target"); if (targ.wait) @self.wait = targ.wait; else @self.wait = 0; sound (@self, CHAN_VOICE, @self.noise1, 1, ATTN_NORM); SUB_CalcMove (targ.origin - @self.mins, @self.speed, train_wait); }; void() func_train_find = { local entity targ; targ = find (world, targetname, @self.target); @self.target = targ.target; setorigin (@self, targ.origin - @self.mins); if (!@self.targetname) { // not triggered, so start immediately @self.nextthink = @self.ltime + 0.1; @self.think = train_next; } }; /*QUAKED func_train (0 .5 .8) ? Trains are moving platforms that players can ride. The targets origin specifies the min point of the train at each corner. The train spawns at the first target it is pointing at. If the train is the target of a button or trigger, it will not begin moving until activated. speed default 100 dmg default 2 sounds 1) ratchet metal */ void() func_train = { if (!@self.speed) @self.speed = 100; if (!@self.target) objerror ("func_train without a target"); if (!@self.dmg) @self.dmg = 2; if (@self.sounds == 0) { @self.noise = ("misc/null.wav"); precache_sound ("misc/null.wav"); @self.noise1 = ("misc/null.wav"); precache_sound ("misc/null.wav"); } if (@self.sounds == 1) { @self.noise = ("plats/train2.wav"); precache_sound ("plats/train2.wav"); @self.noise1 = ("plats/train1.wav"); precache_sound ("plats/train1.wav"); } @self.cnt = 1; @self.solid = SOLID_BSP; @self.movetype = MOVETYPE_PUSH; @self.blocked = train_blocked; @self.use = train_use; @self.classname = "train"; setmodel (@self, @self.model); setsize (@self, @self.mins , @self.maxs); setorigin (@self, @self.origin); // start trains on the second frame, to make sure their targets have had // a chance to spawn @self.nextthink = @self.ltime + 0.1; @self.think = func_train_find; }; /*QUAKED misc_teleporttrain (0 .5 .8) (-8 -8 -8) (8 8 8) This is used for the final bos */ void() misc_teleporttrain = { if (!@self.speed) @self.speed = 100; if (!@self.target) objerror ("func_train without a target"); @self.cnt = 1; @self.solid = SOLID_NOT; @self.movetype = MOVETYPE_PUSH; @self.blocked = train_blocked; @self.use = train_use; @self.avelocity = '100 200 300'; @self.noise = ("misc/null.wav"); precache_sound ("misc/null.wav"); @self.noise1 = ("misc/null.wav"); precache_sound ("misc/null.wav"); precache_model2 ("progs/teleport.mdl"); setmodel (@self, "progs/teleport.mdl"); setsize (@self, @self.mins , @self.maxs); setorigin (@self, @self.origin); // start trains on the second frame, to make sure their targets have had // a chance to spawn @self.nextthink = @self.ltime + 0.1; @self.think = func_train_find; };