mirror of
https://git.code.sf.net/p/quake/prozac-qfcc
synced 2024-11-10 07:11:51 +00:00
1196 lines
28 KiB
C++
1196 lines
28 KiB
C++
/*=======================================================//
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// mtfents.QC - CustomTF 3.2.OfN - 30/1/2001 - //
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// by Sergio FumaƱa Grunwaldt - OfteN aka superCOCK2000 //
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=========================================================//
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I'll add rotate map entities support here
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(some megatf maps use them like frontlin)
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_________________________________________________________
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This is the code of the hypnotic mission pack slighly
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modified, it seems to work ok. I tested these entities
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in frontlin and dyerfort.
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=========================================================*/
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#define STATE_ACTIVE 0
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#define STATE_INACTIVE 1
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#define STATE_SPEEDINGUP 2
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#define STATE_SLOWINGDOWN 3
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#define STATE_CLOSED 4
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#define STATE_OPEN 5
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#define STATE_OPENING 6
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#define STATE_CLOSING 7
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#define STATE_WAIT 0
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#define STATE_MOVE 1
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#define STATE_STOP 2
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#define STATE_FIND 3
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#define STATE_NEXT 4
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#define OBJECT_ROTATE 0
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#define OBJECT_MOVEWALL 1
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#define OBJECT_SETORIGIN 2
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#define TOGGLE 1
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#define START_ON 2
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#define ROTATION 1
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#define ANGLES 2
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#define STOP 4
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#define NO_ROTATE 8
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#define DAMAGE 16
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#define MOVETIME 32
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#define SET_DAMAGE 64
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#define VISIBLE 1
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#define TOUCH 2
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#define NONBLOCKING 4
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#define STAYOPEN 1
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//=========================
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//
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// SUB_NormalizeAngles
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// from hipsubs.qc
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//=========================
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vector ( vector ang ) SUB_NormalizeAngles =
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{
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while( ang_x > 360 )
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{
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ang_x = ang_x - 360;
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}
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while( ang_x < 0 )
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{
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ang_x = ang_x + 360;
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}
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while( ang_y > 360 )
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{
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ang_y = ang_y - 360;
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}
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while( ang_y < 0 )
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{
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ang_y = ang_y + 360;
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}
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while( ang_z > 360 )
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{
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ang_z = ang_z - 360;
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}
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while( ang_z < 0 )
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{
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ang_z = ang_z + 360;
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}
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return ang;
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};
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//- ofn from triggers.qc of hip
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void( entity ent, float amount ) hurt_setdamage =
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{
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ent.dmg = amount;
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if ( !amount )
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{
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ent.solid = #SOLID_NOT;
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}
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else
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{
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ent.solid = #SOLID_TRIGGER;
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}
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ent.nextthink = -1;
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};
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/*QUAKED info_rotate (0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as the point of rotation for rotatable objects.
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*/
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void() info_rotate =
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{
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// remove self after a little while, to make sure that entities that
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// have targeted it have had a chance to spawn
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self.nextthink = time + 2;
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self.think = SUB_Remove;
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};
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void() RotateTargets =
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{
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local entity ent;
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local vector vx;
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local vector vy;
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local vector vz;
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local vector org;
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makevectors (self.angles);
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ent = find( world, targetname, self.target);
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while( ent )
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{
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if ( ent.rotate_type == #OBJECT_SETORIGIN )
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{
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org = ent.oldorigin;
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vx = ( v_forward * org_x );
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vy = ( v_right * org_y );
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vy = vy * -1;
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vz = ( v_up * org_z );
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ent.neworigin = vx + vy + vz;
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setorigin( ent, ent.neworigin + self.origin );
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}
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else if ( ent.rotate_type == #OBJECT_ROTATE )
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{
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ent.angles = self.angles;
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org = ent.oldorigin;
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vx = ( v_forward * org_x );
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vy = ( v_right * org_y );
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vy = vy * -1;
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vz = ( v_up * org_z );
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ent.neworigin = vx + vy + vz;
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setorigin( ent, ent.neworigin + self.origin );
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}
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else
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{
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org = ent.oldorigin;
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vx = ( v_forward * org_x );
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vy = ( v_right * org_y );
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vy = vy * -1;
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vz = ( v_up * org_z );
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ent.neworigin = vx + vy + vz;
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ent.neworigin = self.origin - self.oldorigin + (ent.neworigin - ent.oldorigin);
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ent.velocity = (ent.neworigin-ent.origin)*25;
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}
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ent = find( ent, targetname, self.target);
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}
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};
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void() RotateTargetsFinal =
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{
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local entity ent;
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ent = find( world, targetname, self.target);
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while( ent )
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{
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ent.velocity = '0 0 0';
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if ( ent.rotate_type == #OBJECT_ROTATE )
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{
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ent.angles = self.angles;
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}
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ent = find( ent, targetname, self.target);
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}
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};
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void() SetTargetOrigin =
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{
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local entity ent;
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ent = find( world, targetname, self.target);
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while( ent )
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{
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if ( ent.rotate_type == #OBJECT_MOVEWALL )
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{
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setorigin( ent, self.origin - self.oldorigin +
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(ent.neworigin - ent.oldorigin) );
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}
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else
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{
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setorigin( ent, ent.neworigin + self.origin );
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}
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ent = find( ent, targetname, self.target);
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}
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};
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void() LinkRotateTargets =
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{
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local entity ent;
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local vector tempvec;
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self.oldorigin = self.origin;
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ent = find( world, targetname, self.target);
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while( ent )
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{
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if ( ent.classname == "rotate_object" )
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{
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ent.rotate_type = #OBJECT_ROTATE;
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ent.oldorigin = ent.origin - self.oldorigin;
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ent.neworigin = ent.origin - self.oldorigin;
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ent.owner = self;
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}
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else if ( ent.classname == "func_movewall" )
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{
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ent.rotate_type = #OBJECT_MOVEWALL;
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tempvec = ( ent.absmin + ent.absmax ) * 0.5;
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ent.oldorigin = tempvec - self.oldorigin;
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ent.neworigin = ent.oldorigin;
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ent.owner = self;
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}
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else
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{
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ent.rotate_type = #OBJECT_SETORIGIN;
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ent.oldorigin = ent.origin - self.oldorigin;
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ent.neworigin = ent.origin - self.oldorigin;
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}
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ent = find (ent, targetname, self.target);
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}
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};
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void( float amount ) SetDamageOnTargets =
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{
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local entity ent;
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ent = find( world, targetname, self.target);
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while( ent )
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{
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if ( ent.classname == "trigger_hurt" )
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{
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hurt_setdamage( ent, amount );
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}
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else if ( ent.classname == "func_movewall" )
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{
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ent.dmg = amount;
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}
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ent = find( ent, targetname, self.target);
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}
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};
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//************************************************
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//
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// Simple continual rotatation
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//
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//************************************************
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void() rotate_entity_think =
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{
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local float t;
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t = time - self.ltime;
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self.ltime = time;
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if ( self.state == #STATE_SPEEDINGUP )
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{
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self.count = self.count + self.cnt * t;
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if ( self.count > 1 )
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{
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self.count = 1;
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}
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// get rate of rotation
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t = t * self.count;
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}
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else if ( self.state == #STATE_SLOWINGDOWN )
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{
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self.count = self.count - self.cnt * t;
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if ( self.count < 0 )
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{
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RotateTargetsFinal();
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self.state = #STATE_INACTIVE;
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self.think = SUB_Null;
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return;
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}
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// get rate of rotation
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t = t * self.count;
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}
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self.angles = self.angles + ( self.rotate * t );
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self.angles = SUB_NormalizeAngles( self.angles );
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RotateTargets();
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self.nextthink = time + 0.02;
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};
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void() rotate_entity_use =
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{
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// change to alternate textures
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self.frame = 1 - self.frame;
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if ( self.state == #STATE_ACTIVE )
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{
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if ( self.spawnflags & #TOGGLE )
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{
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if ( self.speed )
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{
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self.count = 1;
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self.state = #STATE_SLOWINGDOWN;
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}
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else
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{
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self.state = #STATE_INACTIVE;
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self.think = SUB_Null;
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}
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}
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}
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else if ( self.state == #STATE_INACTIVE )
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{
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self.think = rotate_entity_think;
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self.nextthink = time + 0.02;
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self.ltime = time;
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if ( self.speed )
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{
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self.count = 0;
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self.state = #STATE_SPEEDINGUP;
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}
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else
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{
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self.state = #STATE_ACTIVE;
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}
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}
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else if ( self.state == #STATE_SPEEDINGUP )
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{
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if ( self.spawnflags & #TOGGLE )
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{
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self.state = #STATE_SLOWINGDOWN;
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}
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}
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else
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{
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self.state = #STATE_SPEEDINGUP;
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}
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};
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void() rotate_entity_firstthink =
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{
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LinkRotateTargets();
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if ( self.spawnflags & #START_ON )
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{
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self.state = #STATE_ACTIVE;
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self.think = rotate_entity_think;
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self.nextthink = time + 0.02;
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self.ltime = time;
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}
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else
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{
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self.state = #STATE_INACTIVE;
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self.think = SUB_Null;
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}
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self.use = rotate_entity_use;
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};
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/*QUAKED func_rotate_entity (0 .5 .8) (-8 -8 -8) (8 8 8) TOGGLE START_ON
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Creates an entity that continually rotates. Can be toggled on and
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off if targeted.
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TOGGLE = allows the rotation to be toggled on/off
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START_ON = wether the entity is spinning when spawned. If TOGGLE is 0, entity can be turned on, but not off.
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If "deathtype" is set with a string, this is the message that will appear when a player is killed by the train.
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"rotate" is the rate to rotate.
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"target" is the center of rotation.
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"speed" is how long the entity takes to go from standing still to full speed and vice-versa.
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*/
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void() func_rotate_entity =
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{
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self.solid = #SOLID_NOT;
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self.movetype = #MOVETYPE_NONE;
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setmodel (self, self.model);
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setsize( self, self.mins, self.maxs );
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if ( self.speed != 0 )
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{
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self.cnt = 1 / self.speed;
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}
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self.think = rotate_entity_firstthink;
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self.nextthink = time + 0.1;
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self.ltime = time;
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};
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//************************************************
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//
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// Train with rotation functionality
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//
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//************************************************
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/*QUAKED path_rotate (0.5 0.3 0) (-8 -8 -8) (8 8 8) ROTATION ANGLES STOP NO_ROTATE DAMAGE MOVETIME SET_DAMAGE
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Path for rotate_train.
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ROTATION tells train to rotate at rate specified by "rotate". Use '0 0 0' to stop rotation.
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ANGLES tells train to rotate to the angles specified by "angles" while traveling to this path_rotate. Use values < 0 or > 360 to guarantee that it turns in a certain direction. Having this flag set automatically clears any rotation.
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STOP tells the train to stop and wait to be retriggered.
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NO_ROTATE tells the train to stop rotating when waiting to be triggered.
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DAMAGE tells the train to cause damage based on "dmg".
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MOVETIME tells the train to interpret "speed" as the length of time to take moving from one corner to another.
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SET_DAMAGE tells the train to set all targets damage to "dmg"
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"noise" contains the name of the sound to play when train stops.
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"noise1" contains the name of the sound to play when train moves.
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"event" is a target to trigger when train arrives at path_rotate.
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*/
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void() path_rotate =
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{
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if ( self.noise )
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{
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precache_sound( self.noise );
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}
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if ( self.noise1 )
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{
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precache_sound( self.noise1 );
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}
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};
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void() rotate_train;
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void() rotate_train_next;
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void() rotate_train_find;
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void() rotate_train_think =
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{
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local float t;
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local float timeelapsed;
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t = time - self.ltime;
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self.ltime = time;
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if ( ( self.endtime ) && ( time >= self.endtime ) )
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{
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self.endtime = 0;
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if ( self.state == #STATE_MOVE )
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{
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setorigin(self, self.finaldest);
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self.velocity = '0 0 0';
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}
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if (self.think1)
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self.think1();
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}
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else
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{
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timeelapsed = (time - self.cnt) * self.duration;
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if ( timeelapsed > 1 )
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timeelapsed = 1;
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setorigin( self, self.dest1 + ( self.dest2 * timeelapsed ) );
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}
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self.angles = self.angles + ( self.rotate * t );
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self.angles = SUB_NormalizeAngles( self.angles );
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RotateTargets();
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self.nextthink = time + 0.02;
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};
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void() rotate_train_use =
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{
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if (self.think1 != rotate_train_find)
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{
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if ( self.velocity != '0 0 0' )
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return; // already activated
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if ( self.think1 )
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{
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self.think1();
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}
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}
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};
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void() rotate_train_wait =
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{
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self.state = #STATE_WAIT;
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if ( self.goalentity.noise )
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{
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sound (self, #CHAN_VOICE, self.goalentity.noise, 1, #ATTN_NORM);
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}
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else
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{
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sound (self, #CHAN_VOICE, self.noise, 1, #ATTN_NORM);
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}
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if ( self.goalentity.spawnflags & #ANGLES )
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{
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self.rotate = '0 0 0';
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self.angles = self.finalangle;
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}
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if ( self.goalentity.spawnflags & #NO_ROTATE )
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{
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self.rotate = '0 0 0';
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}
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self.endtime = self.ltime + self.goalentity.wait;
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self.think1 = rotate_train_next;
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};
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void() rotate_train_stop =
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{
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self.state = #STATE_STOP;
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if ( self.goalentity.noise )
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{
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sound (self, #CHAN_VOICE, self.goalentity.noise, 1, #ATTN_NORM);
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}
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else
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{
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sound (self, #CHAN_VOICE, self.noise, 1, #ATTN_NORM);
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}
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if ( self.goalentity.spawnflags & #ANGLES )
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{
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self.rotate = '0 0 0';
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self.angles = self.finalangle;
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}
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if ( self.goalentity.spawnflags & #NO_ROTATE )
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{
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self.rotate = '0 0 0';
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}
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self.dmg = 0;
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self.think1 = rotate_train_next;
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};
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void() rotate_train_next =
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{
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local entity targ;
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local entity current;
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local vector vdestdelta;
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local float len, traveltime, div;
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local string temp;
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self.state = #STATE_NEXT;
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current = self.goalentity;
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targ = find (world, targetname, self.path );
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if ( targ.classname != "path_rotate" )
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objerror( "Next target is not path_rotate" );
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if ( self.goalentity.noise1 )
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{
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self.noise1 = self.goalentity.noise1;
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}
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sound (self, #CHAN_VOICE, self.noise1, 1, #ATTN_NORM);
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self.goalentity = targ;
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self.path = targ.target;
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if (!self.path )
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objerror ("rotate_train_next: no next target");
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if ( targ.spawnflags & #STOP )
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{
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self.think1 = rotate_train_stop;
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}
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else if (targ.wait)
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{
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self.think1 = rotate_train_wait;
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}
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else
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{
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self.think1 = rotate_train_next;
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}
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if ( current.event )
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{
|
|
// Trigger any events that should happen at the corner.
|
|
temp = self.target;
|
|
self.target = current.event;
|
|
self.message = current.message;
|
|
SUB_UseTargets();
|
|
self.target = temp;
|
|
self.message = string_null;
|
|
}
|
|
|
|
if ( current.spawnflags & #ANGLES )
|
|
{
|
|
self.rotate = '0 0 0';
|
|
self.angles = self.finalangle;
|
|
}
|
|
|
|
if ( current.spawnflags & #ROTATION )
|
|
{
|
|
self.rotate = current.rotate;
|
|
}
|
|
|
|
if ( current.spawnflags & #DAMAGE )
|
|
{
|
|
self.dmg = current.dmg;
|
|
}
|
|
|
|
if ( current.spawnflags & #SET_DAMAGE )
|
|
{
|
|
SetDamageOnTargets( current.dmg );
|
|
}
|
|
|
|
if ( current.speed == -1 )
|
|
{
|
|
// Warp to the next path_corner
|
|
setorigin( self, targ.origin );
|
|
self.endtime = self.ltime + 0.01;
|
|
SetTargetOrigin();
|
|
|
|
if ( targ.spawnflags & #ANGLES )
|
|
{
|
|
self.angles = targ.angles;
|
|
}
|
|
|
|
self.duration = 1; // 1 / duration
|
|
self.cnt = time; // start time
|
|
self.dest2 = '0 0 0'; // delta
|
|
self.dest1 = self.origin; // original position
|
|
self.finaldest = self.origin;
|
|
}
|
|
else
|
|
{
|
|
self.state = #STATE_MOVE;
|
|
|
|
self.finaldest = targ.origin;
|
|
if (self.finaldest == self.origin)
|
|
{
|
|
self.velocity = '0 0 0';
|
|
self.endtime = self.ltime + 0.1;
|
|
|
|
self.duration = 1; // 1 / duration
|
|
self.cnt = time; // start time
|
|
self.dest2 = '0 0 0'; // delta
|
|
self.dest1 = self.origin; // original position
|
|
self.finaldest = self.origin;
|
|
return;
|
|
}
|
|
// set destdelta to the vector needed to move
|
|
vdestdelta = self.finaldest - self.origin;
|
|
|
|
// calculate length of vector
|
|
len = vlen (vdestdelta);
|
|
|
|
if ( current.spawnflags & #MOVETIME )
|
|
{
|
|
traveltime = current.speed;
|
|
}
|
|
else
|
|
{
|
|
// check if there's a speed change
|
|
if (current.speed>0)
|
|
self.speed = current.speed;
|
|
|
|
if (!self.speed)
|
|
objerror("No speed is defined!");
|
|
|
|
// divide by speed to get time to reach dest
|
|
traveltime = len / self.speed;
|
|
}
|
|
|
|
if (traveltime < 0.1)
|
|
{
|
|
self.velocity = '0 0 0';
|
|
self.endtime = self.ltime + 0.1;
|
|
if ( targ.spawnflags & #ANGLES )
|
|
{
|
|
self.angles = targ.angles;
|
|
}
|
|
return;
|
|
}
|
|
|
|
// qcc won't take vec/float
|
|
div = 1 / traveltime;
|
|
|
|
if ( targ.spawnflags & #ANGLES )
|
|
{
|
|
self.finalangle = SUB_NormalizeAngles( targ.angles );
|
|
self.rotate = ( targ.angles - self.angles ) * div;
|
|
}
|
|
|
|
// set endtime to trigger a think when dest is reached
|
|
self.endtime = self.ltime + traveltime;
|
|
|
|
// scale the destdelta vector by the time spent traveling to get velocity
|
|
self.velocity = vdestdelta * div;
|
|
|
|
self.duration = div; // 1 / duration
|
|
self.cnt = time; // start time
|
|
self.dest2 = vdestdelta; // delta
|
|
self.dest1 = self.origin; // original position
|
|
}
|
|
};
|
|
|
|
void() rotate_train_find =
|
|
{
|
|
local entity targ;
|
|
|
|
self.state = #STATE_FIND;
|
|
|
|
LinkRotateTargets();
|
|
|
|
// the first target is the point of rotation.
|
|
// the second target is the path.
|
|
targ = find ( world, targetname, self.path);
|
|
if ( targ.classname != "path_rotate" )
|
|
objerror( "Next target is not path_rotate" );
|
|
|
|
// Save the current entity
|
|
self.goalentity = targ;
|
|
|
|
if ( targ.spawnflags & #ANGLES )
|
|
{
|
|
self.angles = targ.angles;
|
|
self.finalangle = SUB_NormalizeAngles( targ.angles );
|
|
}
|
|
|
|
self.path = targ.target;
|
|
setorigin (self, targ.origin );
|
|
SetTargetOrigin();
|
|
RotateTargetsFinal();
|
|
self.think1 = rotate_train_next;
|
|
if (!self.targetname)
|
|
{
|
|
// not triggered, so start immediately
|
|
self.endtime = self.ltime + 0.1;
|
|
}
|
|
else
|
|
{
|
|
self.endtime = 0;
|
|
}
|
|
|
|
self.duration = 1; // 1 / duration
|
|
self.cnt = time; // start time
|
|
self.dest2 = '0 0 0'; // delta
|
|
self.dest1 = self.origin; // original position
|
|
};
|
|
|
|
/*QUAKED func_rotate_train (0 .5 .8) (-8 -8 -8) (8 8 8)
|
|
In path_rotate, set speed to be the new speed of the train after it reaches
|
|
the path change. If speed is -1, the train will warp directly to the next
|
|
path change after the specified wait time. If MOVETIME is set on the
|
|
path_rotate, the train to interprets "speed" as the length of time to
|
|
take moving from one corner to another.
|
|
|
|
"noise" contains the name of the sound to play when train stops.
|
|
"noise1" contains the name of the sound to play when train moves.
|
|
Both "noise" and "noise1" defaults depend upon "sounds" variable and
|
|
can be overridden by the "noise" and "noise1" variable in path_rotate.
|
|
|
|
Also in path_rotate, if STOP is set, the train will wait until it is
|
|
retriggered before moving on to the next goal.
|
|
|
|
Trains are moving platforms that players can ride.
|
|
"path" specifies the first path_rotate and is the starting position.
|
|
If the train is the target of a button or trigger, it will not begin moving until activated.
|
|
The func_rotate_train entity is the center of rotation of all objects targeted by it.
|
|
|
|
If "deathtype" is set with a string, this is the message that will appear when a player is killed by the train.
|
|
|
|
speed default 100
|
|
dmg default 0
|
|
sounds
|
|
1) ratchet metal
|
|
*/
|
|
|
|
void() rotate_train =
|
|
{
|
|
objerror ("rotate_train entities should be changed to rotate_object with\nfunc_rotate_train controllers\n");
|
|
};
|
|
|
|
void() func_rotate_train =
|
|
{
|
|
if (!self.speed)
|
|
self.speed = 100;
|
|
if (!self.target)
|
|
objerror ("rotate_train without a target");
|
|
|
|
if ( !self.noise )
|
|
{
|
|
if (self.sounds == 0)
|
|
{
|
|
self.noise = ("misc/null.wav");
|
|
}
|
|
|
|
if (self.sounds == 1)
|
|
{
|
|
self.noise = ("plats/train2.wav");
|
|
}
|
|
}
|
|
if ( !self.noise1 )
|
|
{
|
|
if (self.sounds == 0)
|
|
{
|
|
self.noise1 = ("misc/null.wav");
|
|
}
|
|
if (self.sounds == 1)
|
|
{
|
|
self.noise1 = ("plats/train1.wav");
|
|
}
|
|
}
|
|
|
|
precache_sound( self.noise );
|
|
precache_sound( self.noise1 );
|
|
|
|
self.cnt = 1;
|
|
self.solid = #SOLID_NOT;
|
|
self.movetype = #MOVETYPE_STEP;
|
|
self.use = rotate_train_use;
|
|
|
|
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.ltime = time;
|
|
self.nextthink = self.ltime + 0.1;
|
|
self.endtime = self.ltime + 0.1;
|
|
self.think = rotate_train_think;
|
|
self.think1 = rotate_train_find;
|
|
self.state = #STATE_FIND;
|
|
|
|
self.duration = 1; // 1 / duration
|
|
self.cnt = 0.1; // start time
|
|
self.dest2 = '0 0 0'; // delta
|
|
self.dest1 = self.origin; // original position
|
|
|
|
|
|
self.flags = self.flags | #FL_ONGROUND;
|
|
};
|
|
|
|
//************************************************
|
|
//
|
|
// Moving clip walls
|
|
//
|
|
//************************************************
|
|
|
|
void() rotate_door_reversedirection;
|
|
void() rotate_door_group_reversedirection;
|
|
|
|
void() movewall_touch =
|
|
{
|
|
if (time < self.owner.attack_finished)
|
|
return;
|
|
|
|
if ( self.dmg )
|
|
{
|
|
T_Damage (other, self, self.owner, self.dmg);
|
|
self.owner.attack_finished = time + 0.5;
|
|
}
|
|
else if ( self.owner.dmg )
|
|
{
|
|
T_Damage (other, self, self.owner, self.owner.dmg);
|
|
self.owner.attack_finished = time + 0.5;
|
|
}
|
|
};
|
|
|
|
void() movewall_blocked =
|
|
{
|
|
local entity temp;
|
|
|
|
if (time < self.owner.attack_finished)
|
|
return;
|
|
|
|
self.owner.attack_finished = time + 0.5;
|
|
|
|
if ( self.owner.classname == "func_rotate_door" )
|
|
{
|
|
temp = self;
|
|
self = self.owner;
|
|
rotate_door_group_reversedirection();
|
|
self = temp;
|
|
}
|
|
|
|
if ( self.dmg )
|
|
{
|
|
T_Damage (other, self, self.owner, self.dmg);
|
|
self.owner.attack_finished = time + 0.5;
|
|
}
|
|
else if ( self.owner.dmg )
|
|
{
|
|
T_Damage (other, self, self.owner, self.owner.dmg);
|
|
self.owner.attack_finished = time + 0.5;
|
|
}
|
|
};
|
|
|
|
void() movewall_think =
|
|
{
|
|
self.ltime = time;
|
|
self.nextthink = time + 0.02;
|
|
};
|
|
|
|
/*QUAKED func_movewall (0 .5 .8) ? VISIBLE TOUCH NONBLOCKING
|
|
Used to emulate collision on rotating objects.
|
|
|
|
VISIBLE causes brush to be displayed.
|
|
|
|
TOUCH specifies whether to cause damage when touched by player.
|
|
|
|
NONBLOCKING makes the brush non-solid. This is useless if VISIBLE is set.
|
|
|
|
"dmg" specifies the damage to cause when touched or blocked.
|
|
*/
|
|
void() func_movewall =
|
|
{
|
|
self.angles = '0 0 0';
|
|
self.movetype = #MOVETYPE_PUSH;
|
|
if ( self.spawnflags & #NONBLOCKING )
|
|
{
|
|
self.solid = #SOLID_NOT;
|
|
}
|
|
else
|
|
{
|
|
self.solid = #SOLID_BSP;
|
|
self.blocked = movewall_blocked;
|
|
}
|
|
if ( self.spawnflags & #TOUCH )
|
|
{
|
|
self.touch = movewall_touch;
|
|
}
|
|
setmodel (self,self.model);
|
|
if ( !( self.spawnflags & #VISIBLE ) )
|
|
{
|
|
self.model = string_null;
|
|
}
|
|
self.think = movewall_think;
|
|
self.nextthink = time + 0.02;
|
|
self.ltime = time;
|
|
};
|
|
|
|
/*QUAKED rotate_object (0 .5 .8) ?
|
|
This defines an object to be rotated. Used as the target of func_rotate_door.
|
|
*/
|
|
void() rotate_object =
|
|
{
|
|
self.classname = "rotate_object";
|
|
self.solid = #SOLID_NOT;
|
|
self.movetype = #MOVETYPE_NONE;
|
|
setmodel (self,self.model);
|
|
setsize( self, self.mins, self.maxs );
|
|
self.think = SUB_Null;
|
|
};
|
|
|
|
//************************************************
|
|
//
|
|
// Rotating doors
|
|
//
|
|
//************************************************
|
|
|
|
void() rotate_door_think2 =
|
|
{
|
|
local float t;
|
|
|
|
t = time - self.ltime;
|
|
self.ltime = time;
|
|
|
|
// change to alternate textures
|
|
self.frame = 1 - self.frame;
|
|
|
|
self.angles = self.dest;
|
|
|
|
if ( self.state == #STATE_OPENING )
|
|
{
|
|
self.state = #STATE_OPEN;
|
|
}
|
|
else
|
|
{
|
|
if ( self.spawnflags & #STAYOPEN )
|
|
{
|
|
rotate_door_group_reversedirection();
|
|
return;
|
|
}
|
|
self.state = #STATE_CLOSED;
|
|
}
|
|
|
|
sound(self, #CHAN_VOICE, self.noise3, 1, #ATTN_NORM);
|
|
self.think = SUB_Null;
|
|
|
|
RotateTargetsFinal();
|
|
};
|
|
|
|
void() rotate_door_think =
|
|
{
|
|
local float t;
|
|
|
|
t = time - self.ltime;
|
|
self.ltime = time;
|
|
|
|
if ( time < self.endtime )
|
|
{
|
|
self.angles = self.angles + ( self.rotate * t );
|
|
RotateTargets();
|
|
}
|
|
else
|
|
{
|
|
self.angles = self.dest;
|
|
RotateTargets();
|
|
self.think = rotate_door_think2;
|
|
}
|
|
|
|
self.nextthink = time + 0.01;
|
|
};
|
|
|
|
void() rotate_door_reversedirection =
|
|
{
|
|
local vector start;
|
|
|
|
// change to alternate textures
|
|
self.frame = 1 - self.frame;
|
|
|
|
if ( self.state == #STATE_CLOSING )
|
|
{
|
|
start = self.dest1;
|
|
self.dest = self.dest2;
|
|
self.state = #STATE_OPENING;
|
|
}
|
|
else
|
|
{
|
|
start = self.dest2;
|
|
self.dest = self.dest1;
|
|
self.state = #STATE_CLOSING;
|
|
}
|
|
|
|
sound(self, #CHAN_VOICE, self.noise2, 1, #ATTN_NORM);
|
|
|
|
self.rotate = ( self.dest - start ) * ( 1 / self.speed );
|
|
self.think = rotate_door_think;
|
|
self.nextthink = time + 0.02;
|
|
self.endtime = time + self.speed - ( self.endtime - time );
|
|
self.ltime = time;
|
|
};
|
|
|
|
void() rotate_door_group_reversedirection =
|
|
{
|
|
local string name;
|
|
|
|
// tell all associated rotaters to reverse direction
|
|
if ( self.group )
|
|
{
|
|
name = self.group;
|
|
self = find( world, group, name);
|
|
while( self )
|
|
{
|
|
rotate_door_reversedirection();
|
|
self = find( self, group, name);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
rotate_door_reversedirection();
|
|
}
|
|
};
|
|
|
|
void() rotate_door_use =
|
|
{
|
|
local entity t;
|
|
local vector start;
|
|
|
|
if ( ( self.state != #STATE_OPEN ) && ( self.state != #STATE_CLOSED ) )
|
|
return;
|
|
|
|
if ( !self.cnt )
|
|
{
|
|
self.cnt = 1;
|
|
LinkRotateTargets();
|
|
}
|
|
|
|
// change to alternate textures
|
|
self.frame = 1 - self.frame;
|
|
|
|
if ( self.state == #STATE_CLOSED )
|
|
{
|
|
start = self.dest1;
|
|
self.dest = self.dest2;
|
|
self.state = #STATE_OPENING;
|
|
}
|
|
else
|
|
{
|
|
start = self.dest2;
|
|
self.dest = self.dest1;
|
|
self.state = #STATE_CLOSING;
|
|
}
|
|
|
|
sound(self, #CHAN_VOICE, self.noise2, 1, #ATTN_NORM);
|
|
|
|
self.rotate = ( self.dest - start ) * ( 1 / self.speed );
|
|
self.think = rotate_door_think;
|
|
self.nextthink = time + 0.01;
|
|
self.endtime = time + self.speed;
|
|
self.ltime = time;
|
|
};
|
|
|
|
|
|
/*QUAKED func_rotate_door (0 .5 .8) (-8 -8 -8) (8 8 8) STAYOPEN
|
|
Creates a door that rotates between two positions around a point of
|
|
rotation each time it's triggered.
|
|
|
|
STAYOPEN tells the door to reopen after closing. This prevents a trigger-
|
|
once door from closing again when it's blocked.
|
|
|
|
"dmg" specifies the damage to cause when blocked. Defaults to 2. Negative numbers indicate no damage.
|
|
"speed" specifies how the time it takes to rotate
|
|
|
|
"sounds"
|
|
1) medieval (default)
|
|
2) metal
|
|
3) base
|
|
*/
|
|
|
|
void() func_rotate_door =
|
|
{
|
|
if (!self.target)
|
|
{
|
|
objerror( "rotate_door without target." );
|
|
}
|
|
|
|
self.dest1 = '0 0 0';
|
|
self.dest2 = self.angles;
|
|
self.angles = self.dest1;
|
|
|
|
// default to 2 seconds
|
|
if ( !self.speed )
|
|
{
|
|
self.speed = 2;
|
|
}
|
|
|
|
self.cnt = 0;
|
|
|
|
if (!self.dmg)
|
|
self.dmg = 2;
|
|
else if ( self.dmg < 0 )
|
|
{
|
|
self.dmg = 0;
|
|
}
|
|
|
|
if (self.sounds == 0)
|
|
// self.sounds = 1; // OfN - allow custom sounds
|
|
{
|
|
precache_sound (self.noise1);
|
|
precache_sound (self.noise2);
|
|
precache_sound (self.noise3);
|
|
//self.noise1 = "doors/latch2.wav";
|
|
//self.noise2 = "doors/winch2.wav";
|
|
//self.noise3 = "doors/drclos4.wav";
|
|
}
|
|
|
|
if (self.sounds == 1)
|
|
{
|
|
precache_sound ("doors/latch2.wav");
|
|
precache_sound ("doors/winch2.wav");
|
|
precache_sound ("doors/drclos4.wav");
|
|
self.noise1 = "doors/latch2.wav";
|
|
self.noise2 = "doors/winch2.wav";
|
|
self.noise3 = "doors/drclos4.wav";
|
|
}
|
|
if (self.sounds == 2)
|
|
{
|
|
precache_sound ("doors/airdoor1.wav");
|
|
precache_sound ("doors/airdoor2.wav");
|
|
self.noise2 = "doors/airdoor1.wav";
|
|
self.noise1 = "doors/airdoor2.wav";
|
|
self.noise3 = "doors/airdoor2.wav";
|
|
}
|
|
if (self.sounds == 3)
|
|
{
|
|
precache_sound ("doors/basesec1.wav");
|
|
precache_sound ("doors/basesec2.wav");
|
|
self.noise2 = "doors/basesec1.wav";
|
|
self.noise1 = "doors/basesec2.wav";
|
|
self.noise3 = "doors/basesec2.wav";
|
|
}
|
|
|
|
self.solid = #SOLID_NOT;
|
|
self.movetype = #MOVETYPE_NONE;
|
|
setmodel (self, self.model);
|
|
setorigin( self, self.origin );
|
|
setsize( self, self.mins, self.maxs );
|
|
self.state = #STATE_CLOSED;
|
|
self.use = rotate_door_use;
|
|
self.think = SUB_Null;
|
|
};
|