#include "config.rh" #include "paroxysm.rh" entity stemp, otemp, s, old; void() trigger_reactivate = { @self.solid = SOLID_TRIGGER; }; //============================================================================= #define SPAWNFLAG_NOMESSAGE 1 #define SPAWNFLAG_NOTOUCH 1 // the wait time has passed, so set back up for another activation void() multi_wait = { if (@self.max_health) { @self.health = @self.max_health; @self.takedamage = DAMAGE_YES; @self.solid = SOLID_BBOX; } }; // the trigger was just touched/killed/used // @self.enemy should be set to the activator so it can be held through a delay // so wait for the delay time before firing void() multi_trigger = { if (@self.nextthink > time) { return; // allready been triggered } if (@self.classname == "trigger_secret") { if (@self.enemy.classname != "player") return; found_secrets++; WriteByte (MSG_ALL, SVC_FOUNDSECRET); } if (@self.noise) sound (@self, CHAN_VOICE, @self.noise, 1, ATTN_NORM); // don't trigger again until reset @self.takedamage = DAMAGE_NO; activator = @self.enemy; SUB_UseTargets (); if (@self.wait > 0) { @self.think = multi_wait; @self.nextthink = time + @self.wait; } else { // we can't just remove (@self) here, because this is a touch function // called wheil C code is looping through area links... @self.touch = NIL; @self.nextthink = time + 0.1; @self.think = SUB_Remove; } }; void() multi_killed = { @self.enemy = damage_attacker; multi_trigger (); }; void() multi_use = { @self.enemy = activator; multi_trigger (); }; void() multi_touch = { if (other.classname != "player") return; // if the trigger has an angles field, check player's facing direction if (@self.movedir != '0 0 0') { makevectors (other.angles); if (v_forward * @self.movedir < 0) return; // not facing the right way } @self.enemy = other; multi_trigger (); }; /*QUAKED trigger_multiple (.5 .5 .5) ? notouch Variable sized repeatable trigger. Must be targeted at one or more entities. If "health" is set, the trigger must be killed to activate each time. If "delay" is set, the trigger waits some time after activating before firing. "wait" : Seconds between triggerings. (.2 default) If notouch is set, the trigger is only fired by other entities, not by touching. NOTOUCH has been obsoleted by trigger_relay! sounds 1) secret 2) beep beep 3) large switch 4) set "message" to text string */ void() trigger_multiple = { if (@self.sounds == 1) { precache_sound ("misc/secret.wav"); @self.noise = "misc/secret.wav"; } else if (@self.sounds == 2) { precache_sound ("misc/talk.wav"); @self.noise = "misc/talk.wav"; } else if (@self.sounds == 3) { precache_sound ("misc/trigger1.wav"); @self.noise = "misc/trigger1.wav"; } if (!@self.wait) @self.wait = 0.2; @self.use = multi_use; InitTrigger (); if (@self.health) { if (@self.spawnflags & SPAWNFLAG_NOTOUCH) objerror ("health and notouch don't make sense\n"); @self.max_health = @self.health; @self.th_die = multi_killed; @self.takedamage = DAMAGE_YES; @self.solid = SOLID_BBOX; setorigin (@self, @self.origin); // make sure it links into the world // + POX @self.nobleed = TRUE; // - POX } else { if ( !(@self.spawnflags & SPAWNFLAG_NOTOUCH) ) { @self.touch = multi_touch; } } }; /*QUAKED trigger_once (.5 .5 .5) ? notouch 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 "targetname". If "health" is set, the trigger must be killed to activate. If notouch is set, the trigger is only fired by other entities, not by touching. if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired. if "angle" is set, the trigger will only fire when someone is facing the direction of the angle. Use "360" for an angle of 0. sounds 1) secret 2) beep beep 3) large switch 4) set "message" to text string */ void() trigger_once = { @self.wait = -1; trigger_multiple(); }; //============================================================================= /*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8) This fixed size trigger cannot be touched, it can only be fired by other events. It can contain killtargets, targets, delays, and messages. */ void() trigger_relay = { @self.use = SUB_UseTargets; }; //============================================================================= /*QUAKED trigger_secret (.5 .5 .5) ? secret counter trigger sounds 1) secret 2) beep beep 3) 4) set "message" to text string */ void() trigger_secret = { total_secrets = total_secrets + 1; @self.wait = -1; if (!@self.message) @self.message = "You found a secret area!"; if (!@self.sounds) @self.sounds = 1; if (@self.sounds == 1) { precache_sound ("misc/secret.wav"); @self.noise = "misc/secret.wav"; } else if (@self.sounds == 2) { precache_sound ("misc/talk.wav"); @self.noise = "misc/talk.wav"; } trigger_multiple (); }; //============================================================================= void() counter_use = { (@self.count)--; if (@self.count < 0) return; if (@self.count != 0) { if (activator.classname == "player" && !(@self.spawnflags & SPAWNFLAG_NOMESSAGE)) { @self.target_id_finished = time + 4;//POX v1.12 don't let TargetID override centerprints switch (@self.count) { case 1: centerprint (activator, "Only 1 more to go..."); break; case 2: centerprint (activator, "Only 2 more to go..."); break; case 3: centerprint (activator, "Only 3 more to go..."); break; default: centerprint (activator, "There are more to go..."); break; } } return; } if (activator.classname == "player" && !(@self.spawnflags & SPAWNFLAG_NOMESSAGE)) { @self.target_id_finished = time + 4;//POX don't let TargetID override centerprints centerprint (activator, "Sequence completed!"); } @self.enemy = activator; multi_trigger (); }; /*QUAKED trigger_counter (.5 .5 .5) ? nomessage Acts as an intermediary for an action that takes multiple inputs. If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished. After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself. */ void() trigger_counter = { @self.wait = -1; if (!@self.count) @self.count = 2; @self.use = counter_use; }; /* ============================================================================== TELEPORT TRIGGERS ============================================================================== */ #define PLAYER_ONLY 1 #define SILENT 2 void() play_teleport = { local string tmpstr; // + POX - only 2 sounds now if (random() > 0.5) tmpstr = "misc/r_tele1.wav"; else tmpstr = "misc/r_tele2.wav"; sound (@self, CHAN_VOICE, tmpstr, 1, ATTN_NORM); remove (@self); }; void (vector org) spawn_tfog = { s = spawn (); s.origin = org; s.nextthink = time + 0.1; // + POX - quicker s.think = play_teleport; WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_TELEPORT); WriteCoordV (MSG_MULTICAST, org); multicast (org, MULTICAST_PHS); }; void() tdeath_touch = { local entity other2; if (other == @self.owner) return; // frag anyone who teleports in on top of an invincible player if (other.classname == "player") { if (other.invincible_finished > time && @self.owner.invincible_finished > time) { @self.classname = "teledeath3"; other.invincible_finished = 0; @self.owner.invincible_finished = 0; T_Damage (other, @self, @self, 50000); other2 = @self.owner; @self.owner = other; T_Damage (other2, @self, @self, 50000); } if (other.invincible_finished > time) { @self.classname = "teledeath2"; T_Damage (@self.owner, @self, @self, 50000); return; } } if (other.health) { T_Damage (other, @self, @self, 50000); } }; void(vector org, entity death_owner) spawn_tdeath = { local entity death; death = spawn(); death.classname = "teledeath"; death.movetype = MOVETYPE_NONE; death.solid = SOLID_TRIGGER; death.angles = '0 0 0'; setsize (death, death_owner.mins - '1 1 1', death_owner.maxs + '1 1 1'); setorigin (death, org); death.touch = tdeath_touch; death.nextthink = time + 0.2; death.think = SUB_Remove; death.owner = death_owner; force_retouch = 2; // make sure even still objects get hit }; void() teleport_touch = { local entity t; local vector org; if (other.teleport_time > time) return; #if 0 if ((other.classname != "player") && (other.classname != "grenade") && (other.classname != "missile") && (other.classname != "spike") && (other.classname != "")) { return; } #endif if (@self.targetname) { if (@self.nextthink < time) { return; // not fired yet } } if (@self.spawnflags & PLAYER_ONLY) { if (other.classname != "player") return; } // allow teleporting objects that aren't alive if ((other.health <= 0) && (other.solid == SOLID_NOT)) return; if (other.classname == "trigger_teleport") return; SUB_UseTargets (); // put a tfog where the player was spawn_tfog (other.origin); t = find (world, targetname, @self.target); if (!t) objerror ("couldn't find target"); // spawn a tfog flash in front of the destination makevectors (t.mangle); org = t.origin + 32 * v_forward; // only telefrag if it's a player if (other.classname == "player") { spawn_tdeath(t.origin, other); } spawn_tfog (org); if (!other.health) { // set up for nonliving objects other.origin = t.origin; other.velocity = (v_forward * other.velocity_x) + (v_forward * other.velocity_y); other.fixangle = 1; other.angles = t.mangle; other.teleport_time = time + 0.7; return; } setorigin (other, t.origin); other.angles = t.mangle; if (other.classname == "player") { other.fixangle = 1; // turn this way immediately other.teleport_time = time + 0.7; other.velocity = v_forward * 300; // + POX - hardcoded this (although WinGLQW doesn't allow fov changes) stuffcmd (other, "fov 40;wait;fov 55;wait;fov 70;wait;fov 90;\n"); // - POX } other.flags &= ~FL_ONGROUND; }; /*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 = { // this does nothing, just serves as a target spot @self.mangle = @self.angles; @self.angles = '0 0 0'; @self.model = ""; @self.origin = @self.origin + '0 0 27'; if (!@self.targetname) objerror ("no targetname"); }; void() teleport_use = { @self.nextthink = time + 0.2; force_retouch = 2; // make sure even still objects get hit @self.think = SUB_Null; }; /*QUAKED trigger_teleport (.5 .5 .5) ? PLAYER_ONLY SILENT Any object touching this will be transported to the corresponding info_teleport_destination entity. You must set the "target" field, and create an object with a "targetname" field that matches. If the trigger_teleport has a targetname, it will only teleport entities when it has been fired. */ void() trigger_teleport = { local vector o; InitTrigger (); @self.touch = teleport_touch; // make the target bigger @self.flags |= FL_ITEM; // find the destination if (!@self.target) objerror ("no target"); @self.use = teleport_use; if (@self.spawnflags & SILENT) return; precache_sound ("ambience/hum1.wav"); o = (@self.mins + @self.maxs) * 0.5; ambientsound (o, "ambience/hum1.wav", 0.5, ATTN_STATIC); }; /* ============================================================================== trigger_setskill ============================================================================== */ /*QUAKED trigger_setskill (.5 .5 .5) ? sets skill level to the value of "message". Only used on start map. */ void() trigger_setskill = { remove (@self); }; /* ============================================================================== ONLY REGISTERED TRIGGERS ============================================================================== */ void() trigger_onlyregistered_touch = { if (other.classname != "player") return; if (@self.attack_finished > time) return; @self.attack_finished = time + 2; if (cvar ("registered")) { @self.message = ""; SUB_UseTargets (); remove (@self); } else { if (@self.message != "") { @self.target_id_finished = time + 4;//POX don't let TargetID override centerprints centerprint (other, @self.message); sound (other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM); } } }; /*QUAKED trigger_onlyregistered (.5 .5 .5) ? Only fires if playing the registered version, otherwise prints the message */ void() trigger_onlyregistered = { precache_sound ("misc/talk.wav"); InitTrigger (); @self.touch = trigger_onlyregistered_touch; }; //============================================================================ void() hurt_on = { @self.solid = SOLID_TRIGGER; @self.nextthink = -1; }; void() hurt_touch = { if (other.takedamage) { @self.solid = SOLID_NOT; T_Damage (other, @self, @self, @self.dmg); @self.think = hurt_on; @self.nextthink = time + 1; } return; }; /*QUAKED trigger_hurt (.5 .5 .5) ? Any object touching this will be hurt set dmg to damage amount defalt dmg = 5 */ void() trigger_hurt = { InitTrigger (); @self.touch = hurt_touch; if (!@self.dmg) @self.dmg = 5; }; //============================================================================ #define PUSH_ONCE 1 void() trigger_push_touch = { if (other.classname == "grenade") other.velocity = @self.speed * @self.movedir * 10; else if (other.health > 0) { other.velocity = @self.speed * @self.movedir * 10; 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); } } } if (@self.spawnflags & PUSH_ONCE) remove (@self); }; /*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE Pushes the player */ void() trigger_push = { InitTrigger (); precache_sound ("ambience/windfly.wav"); @self.touch = trigger_push_touch; if (!@self.speed) @self.speed = 1000; }; .float bounce_time; void() trigger_bounce_touch = { if (other.bounce_time > time) return; if ((other.classname == "player") && (other.health > 0)) { other.velocity = @self.angles; other.bounce_time = time + 0.8; sound (other, CHAN_AUTO, "misc/menu2.wav", 1, ATTN_NORM); } }; /*QUAKEED trigger_bouncepad (.5 .5 .5) ? Q3A-style bounce pad. Set angles to the desired acceleration: x is east, y is north, z is vertical. A value of '0 40 800' is a vertical bounce with a slight northerly direction. */ void() trigger_bouncepad = { @self.solid = SOLID_TRIGGER; setmodel (@self, @self.model); // set size and link into world @self.movetype = MOVETYPE_NONE; @self.modelindex = 0; @self.model = ""; @self.touch = trigger_bounce_touch; }; //============================================================================ void() trigger_monsterjump_touch = { 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 other.velocity_x = @self.movedir_x * @self.speed; other.velocity_y = @self.movedir_y * @self.speed; if (!(other.flags & FL_ONGROUND)) return; other.flags &= ~FL_ONGROUND; other.velocity_z = @self.height; }; /*QUAKED trigger_monsterjump (.5 .5 .5) ? Walking monsters that touch this will jump in the direction of the trigger's angle "speed" default to 200, the speed thrown forward "height" default to 200, the speed thrown upwards */ void() trigger_monsterjump = { if (!@self.speed) @self.speed = 200; if (!@self.height) @self.height = 200; if (@self.angles == '0 0 0') @self.angles = '0 360 0'; InitTrigger (); @self.touch = trigger_monsterjump_touch; };