game-source/klik/mapents/mapents.qc
Ragnvald Maartmann-Moe IV 90d7c11e08 Stuff.
2004-02-09 06:15:13 +00:00

315 lines
6.5 KiB
C++

#include "common.qh"
#include "misc.qh"
#include "effect.qh"
#include "mapents_util.qh"
#include "damage.qh"
#define IMPLEMENT_MAPENTS
#include "mapents.qh"
/*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16)
This is the camera point for the intermission.
Use mangle instead of angle, so you can set pitch or roll as well as yaw. 'pitch roll yaw'
*/
void() _intermission_loop_chain = {
self.enemy = intermission_head;
};
void() info_intermission = {
util_map_entity_init();
if (!intermission_head) {
self.think = _intermission_loop_chain;
self.nextthink = time;
}
self.enemy = intermission_head;
intermission_head = self;
};
void() _spawn_point_loop_chain = {
self.enemy = spawn_head;
};
void() _spawn_point_init = {
local entity oldself;
util_map_entity_init ();
if (self.count > spawn_head.count) {
oldself = self;
while (spawn_head) {
self = spawn_head;
util_map_entity_cull();
spawn_head = spawn_head.enemy;
}
self = oldself;
} else if (self.count < spawn_head.count) {
util_map_entity_cull ();
return;
}
if (!spawn_head) {
self.think = _spawn_point_loop_chain;
self.nextthink = time;
}
self.enemy = spawn_head;
spawn_head = self;
};
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24)
The single player starting point for a level.
*/
void() info_player_start = {
self.count = 0;
_spawn_point_init ();
};
/*QUAKED info_player_start2 (1 0 0) (-16 -16 24) (16 16 24)
Only used on start map for the return point from an episode.
*/
void() info_player_start2 = {
self.count = 0;
_spawn_point_init ();
};
/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24)
A spawn point for non-teamplay deathmatch games
*/
void() info_player_deathmatch = {
self.count = 100;
_spawn_point_init ();
};
/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24)
A spawn point for coop games
*/
void() info_player_coop = {
self.count = 0;
_spawn_point_init ();
};
/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
Doesn't do anything. Use it for ambients.
*/
void() info_notnull = {
util_map_entity_init ();
util_map_entity_cull ();
};
#define SPAWNFLAGS_START_OFF 1
/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
Non-displayed light.
Default light value is 300
Default style is 0
If targeted, it will toggle between on or off.
*/
void() _light_use = {
if (self.spawnflags & SPAWNFLAGS_START_OFF) {
lightstyle (self.style, self.noise4);
self.spawnflags &= ~SPAWNFLAGS_START_OFF;
} else {
lightstyle (self.style, self.noise3);
self.spawnflags |= SPAWNFLAGS_START_OFF;
}
};
void() light = {
util_map_entity_init();
if (!self.noise3)
self.noise3 = "a";
if (!self.noise4)
self.noise4 = "m";
self.use = _light_use;
if (self.spawnflags & SPAWNFLAGS_START_OFF)
lightstyle (self.style, self.noise3);
else
lightstyle (self.style, self.noise4);
util_map_entity_cull ();
};
/*QUAKED misc_fireball (0 .5 .8) (-8 -8 -8) (8 8 8)
Lava Balls
*/
void() _misc_fireball_deathmsg = {
local float r;
local string nname;
r = random ();
nname = name (self);
if (r < 0.25) {
bprint (PRINT_DEATH, nname, " catches a lava ball.\n");
} else if (r < 0.5) {
bprint (PRINT_DEATH, "A lavaball gives ", nname, " a hug.\n");
} else if (r < 0.75) {
bprint (PRINT_DEATH, nname, " was struck down by the lava gods.\n");
} else {
bprint (PRINT_DEATH, nname, " gets coated with liquid brimstone.\n");
}
};
void() _misc_fireball_touch = {
damage (other, self, self, 20, _misc_fireball_deathmsg);
safe_remove (self);
};
void() _misc_fireball_think = {
local entity fireball;
local vector dir;
fireball = spawn ("FIREBALL");
fireball.netname = "a lavaball";
setmodel (fireball, self.weaponmodel);
setorigin (fireball, self.origin);
fireball.solid = SOLID_TRIGGER;
fireball.movetype = MOVETYPE_TOSS;
fireball.touch = _misc_fireball_touch;
makevectors (self.angles);
dir = v_forward * 500 + v_right * crandom() * 50 + v_up * crandom () * 50;
dir = normalize (dir);
fireball.velocity = dir * self.speed;
fireball.mass = 20;
self.nextthink = time + (random () * 5) + 3;
};
void() misc_fireball = {
util_map_entity_init();
if (!self.angles)
self.angles = '-90 0 0';
if (!self.speed)
self.speed = 200;
if (!self.weaponmodel)
self.weaponmodel = "progs/lavaball.mdl";
precache_model (self.weaponmodel);
self.think = _misc_fireball_think;
self.nextthink = time + (random () * 5);
};
/*QUAKED misc_explobox (0 .5 .8) (0 0 0) (32 32 64)
Exploding box.
*/
void() _misc_explobox_deathmsg = {
local float r;
local string nname;
nname = name (self);
r = random ();
if (self.dmg_attacker.dmg_attacker == self) {
if (r < 0.5) {
bprint (PRINT_DEATH, nname,
" learns what combustible means the hard way.\n");
} else {
bprint (PRINT_DEATH, nname, " trips on some live ammo.\n");
}
} else {
if (r < 0.5) {
bprint (PRINT_DEATH, nname,
" has fun at the gunpowder factory.\n");
} else {
bprint (PRINT_DEATH, nname, " eats ",
name (self.dmg_attacker.dmg_attacker), "'s box of joy.\n");
}
}
};
float(float d)
_misc_explobox_damage = {
self.health -= d;
if (self.health <= 0) {
util_use_targets ();
self.takedamage = DAMAGE_NO;
self.velocity = '0 0 0';
damage_attack (self);
damage_radius (self, self.dmg_attacker, self, _misc_explobox_deathmsg);
effect_explosion (center (self));
deathmsg_nodisplay ();
remove (self);
}
deathmsg_nodisplay ();
return FALSE; // lie
};
void() misc_explobox = {
if (!self.model)
self.model = "maps/b_explob.bsp";
if (!self.mins && !self.maxs) {
self.mins = '0 0 0';
self.maxs = '32 32 64';
}
self.solid = SOLID_BBOX;
self.movetype = MOVETYPE_NONE;
util_map_entity_init();
if (!self.health)
self.health = 20;
if (!self.dmg)
self.dmg = 160;
if (!self.mass)
self.mass = self.dmg * 8;
if (!self.lip)
self.lip = self.dmg;
if (!self.speed)
self.speed = 1000;
self.netname = "combustible cargo";
self.takedamage = DAMAGE_AIM;
self.max_health = self.health; // for respawn.
util_map_entity_drop ();
self.th_takedamage = _misc_explobox_damage;
};
/*QUAKED func_wall (0 .5 .8) ?
This is just a solid wall if not inhibitted
*/
void() _func_wall_use = { self.frame = 1 - self.frame; };
void() func_wall = {
self.movetype = MOVETYPE_PUSH;
self.solid = SOLID_BSP;
util_map_entity_init ();
self.use = _func_wall_use;
util_map_entity_cull ();
};
/*QUAKED func_illusionary (0 .5 .8) ?
A simple entity that looks solid but lets you walk through it.
*/
void() func_illusionary = {
self.movetype = MOVETYPE_NONE;
self.solid = SOLID_NOT;
util_map_entity_init ();
self.use = _func_wall_use;
util_map_entity_cull ();
};