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https://git.code.sf.net/p/quake/game-source
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105 lines
2.7 KiB
R
105 lines
2.7 KiB
R
#include "config.rh"
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#include "paroxysm.rh"
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/*
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Frank Condello 09.28.98 - originally for the M.A.H.E.M. MacQuake Mod.
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Now used in paroxysm
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EMAIL: pox@planetquake.com
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WEB: http://www.planetquake.com/paroxysm/
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=========================================================================
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This is the code for Moving Light Entities (Dynamic Lights)
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It's basically identical to the the func_train code with out
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stuff like damage and blocked code used for solid objects.
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The light follows Targets and waits just like a train.
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A new variable (dynlight_style) defines the type of light emitted.
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Quake has only three dynamic light styles:
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1 - Dimlight
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2 - Brightlight
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3 - Brightfield (Brightlight with 'shimmering' particles)
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Dynamic Light can also be triggered, They currenty only start turned off.
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*/
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.float dynlight_style;
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void() dynlight_next;
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void() dynlight_find;
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void() start_dynlight =
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{
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//POX v1.1 - changed this for QW support
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//No EF_BRIGHTFIELD in QW - defaults to EF_DIMLIGHT
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if (@self.dynlight_style == 2)
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@self.effects |= EF_BRIGHTLIGHT;
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else if (@self.dynlight_style == 4)
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@self.effects |= EF_BLUE;
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else if (@self.dynlight_style == 5)
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@self.effects |= EF_RED;
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else
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@self.effects |= EF_DIMLIGHT;
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dynlight_next();
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};
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void() dynlight_wait =
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{
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if (@self.wait)
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@self.nextthink = @self.ltime + @self.wait;
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else
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@self.nextthink = @self.ltime + 0.1;
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@self.think = dynlight_next;
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};
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void() dynlight_next =
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{
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local entity targ;
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targ = find (world, targetname, @self.target);
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@self.target = targ.target;
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if (!@self.target)
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objerror ("dynlight_next: no next target");
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if (targ.wait)
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@self.wait = targ.wait;
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else
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@self.wait = 0;
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SUB_CalcMove (targ.origin - @self.mins, @self.speed, dynlight_wait);
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};
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void() dynlight_find =
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{
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local entity targ;
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targ = find (world, targetname, @self.target);
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@self.target = targ.target;
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setorigin (@self, targ.origin - @self.mins);
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if (!@self.targetname)
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{ // not triggered, so start immediately
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@self.nextthink = @self.ltime + 0.1;
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@self.think = start_dynlight;
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}
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};
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void() dynlight_use =
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{
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if (@self.think != dynlight_find)
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return; // already activated
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start_dynlight();
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};
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void() dyn_light =
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{
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precache_model ("progs/null.spr");
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if (!@self.speed)
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@self.speed = 100;
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if (!@self.target)
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objerror ("dyn_light without a target");
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@self.solid = SOLID_NOT;
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@self.movetype = MOVETYPE_PUSH;
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@self.use = dynlight_use;
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@self.classname = "dynlight";
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setmodel (@self, "progs/null.spr");
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setsize (@self, '0 0 0', '0 0 0');
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setorigin (@self, @self.origin);
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// start trains on the second frame, to make sure their targets have had
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// a chance to spawn
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@self.nextthink = @self.ltime + 0.1;
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@self.think = dynlight_find;
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};
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