//WK float(entity foo) IsBuilding; void() plat_center_touch; void() plat_outside_touch; void() plat_trigger_use; void() plat_go_up; void() plat_go_down; void() plat_crush; #define 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; // TeamFortress goal code trigger.team_no = self.team_no; trigger.playerclass = self.playerclass; trigger.items_allowed = self.items_allowed; trigger.activate_goal_no = self.activate_goal_no; trigger.inactivate_goal_no = self.inactivate_goal_no; trigger.remove_goal_no = self.remove_goal_no; trigger.restore_goal_no = self.restore_goal_no; trigger.activate_group_no = self.activate_group_no; trigger.inactivate_group_no = self.inactivate_group_no; trigger.remove_group_no = self.remove_group_no; trigger.restore_group_no = self.restore_group_no; trigger.goal_activation = self.goal_activation; trigger.goal_effects = self.goal_effects; trigger.goal_result = self.goal_result; trigger.goal_group = self.goal_group; 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_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_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 = { local entity te; if (other.classname != "player") return; if (!Activated(self,other)) { // If an else goal should be activated, activate it if (self.else_goal != 0) { te = Findgoal(self.else_goal); if (te) DoResults(te, other, (self.goal_result & #TFGR_ADD_BONUSES)); } 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 = { local entity te; if (other.classname != "player") return; if (!Activated(self,other)) { // If an else goal should be activated, activate it if (self.else_goal != 0) { te = Findgoal(self.else_goal); if (te) DoResults(te, other, (self.goal_result & #TFGR_ADD_BONUSES)); } return; } if (other.health <= 0) return; //RPrint ("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 = { //RPrint ("plat_crush\n"); if (other.takedamage) { if (IsBuilding(other)) T_Damage (other, self, self, other.health + 1); else T_Damage (other, self, self, 1); } if (other.classname == "detpack") { dremove(other.oldenemy); // remove count down dremove(other); // remove detpack } 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 = { local entity t; if (CheckExistence() == #FALSE) { dremove(self); return; } if (!self.t_length) self.t_length = 80; if (!self.t_width) self.t_width = 10; if (self.sounds == 0) self.sounds = 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"; } 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; 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_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 (CheckExistence() == #FALSE) { dremove(self); return; } 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 (CheckExistence() == #FALSE) { dremove(self); return; } 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; };