game-source/ParoxysmII/source/dynlight.r
Jeff Teunissen 5b81f01e3b Okay, this is the first import of my recovered (thanks, Despair!) PoxII tree.
It works, and is playable, but you need to symlink source/config.qw to
source/config.qw -- otherwise it won't build a qwprogs.dat for you. :)
2003-10-22 09:24:50 +00:00

105 lines
2.7 KiB
R

#include "config.rh"
#include "paroxysm.rh"
/*
Frank Condello 09.28.98 - originally for the M.A.H.E.M. MacQuake Mod.
Now used in paroxysm
EMAIL: pox@planetquake.com
WEB: http://www.planetquake.com/paroxysm/
=========================================================================
This is the code for Moving Light Entities (Dynamic Lights)
It's basically identical to the the func_train code with out
stuff like damage and blocked code used for solid objects.
The light follows Targets and waits just like a train.
A new variable (dynlight_style) defines the type of light emitted.
Quake has only three dynamic light styles:
1 - Dimlight
2 - Brightlight
3 - Brightfield (Brightlight with 'shimmering' particles)
Dynamic Light can also be triggered, They currenty only start turned off.
*/
.float dynlight_style;
void() dynlight_next;
void() dynlight_find;
void() start_dynlight =
{
//POX v1.1 - changed this for QW support
//No EF_BRIGHTFIELD in QW - defaults to EF_DIMLIGHT
if (self.dynlight_style == 2)
self.effects = self.effects | EF_BRIGHTLIGHT;
else if (self.dynlight_style == 4)
self.effects = self.effects | EF_BLUE;
else if (self.dynlight_style == 5)
self.effects = self.effects | EF_RED;
else
self.effects = self.effects | EF_DIMLIGHT;
dynlight_next();
};
void() dynlight_wait =
{
if (self.wait)
self.nextthink = self.ltime + self.wait;
else
self.nextthink = self.ltime + 0.1;
self.think = dynlight_next;
};
void() dynlight_next =
{
local entity targ;
targ = find (world, targetname, self.target);
self.target = targ.target;
if (!self.target)
objerror ("dynlight_next: no next target");
if (targ.wait)
self.wait = targ.wait;
else
self.wait = 0;
SUB_CalcMove (targ.origin - self.mins, self.speed, dynlight_wait);
};
void() dynlight_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 = start_dynlight;
}
};
void() dynlight_use =
{
if (self.think != dynlight_find)
return; // already activated
start_dynlight();
};
void() dyn_light =
{
precache_model ("progs/null.spr");
if (!self.speed)
self.speed = 100;
if (!self.target)
objerror ("dyn_light without a target");
self.solid = SOLID_NOT;
self.movetype = MOVETYPE_PUSH;
self.use = dynlight_use;
self.classname = "dynlight";
setmodel (self, "progs/null.spr");
setsize (self, '0 0 0', '0 0 0');
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 = dynlight_find;
};