mirror of
https://git.code.sf.net/p/quake/prozac-qfcc
synced 2024-11-10 07:11:51 +00:00
8c2d5fdd12
should get frags for blowing people up with others' dispensers/mines/expbody, airfisting rockets, etc. 2) Redid Give_Frags_Out 3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents and checkmove, now a lot cleaner and less buggy 4) You can grapple builds again. This caused really odd bugs. 5) You can now damage your own buildings again (gasp). Any time a tesla or sentry is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK and counter-spy mechanism. 6) Teslas are now entirely inside their bounding box 7) Now check every frame for players startsolid and for outside of the map cube. 8) #define WALL_HURT to make it hurt when you hit a wall 9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying 10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier. demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy gets extra grenade. 11) New and improved EMP grenade now does damage based on range. no longer blows up shells. Doesn't directly damage sentries anymore, but does significant damage to dispensers. EMP someone who's setting a det and it blows up in their face. 12) Players now do radius damage from getting EMPed (again) 13) EMPs now go through walls (again) 14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100 15) You can only have 2 frag grens, 3 with bandolier now. 16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug where their charge wasn't restored when you die is fixed now. 17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time, with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably more time the closer it is to the EMP. 18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the attacker loses 3 seconds of attack. 19) Judo missing now makes them unable to fire. 20) Shortened judo range (back to normal if w/ close combat) 21) Attempted to rework the railgun. Seems to be okay now. Probably still a lot of bugs in here, but since this is the devel version I thought I would commit all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
827 lines
17 KiB
C++
827 lines
17 KiB
C++
//WK
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#include "defs.qh"
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float(entity tester) IsBuilding;
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void(entity foo,float bar) makeImmune;
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entity stemp, otemp, s, old;
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void() trigger_reactivate =
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{
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self.solid = SOLID_TRIGGER;
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};
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//=============================================================================
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#define SPAWNFLAG_NOMESSAGE 1
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#define SPAWNFLAG_NOTOUCH 1
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// the wait time has passed, so set back up for another activation
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void() multi_wait =
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{
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if (self.max_health)
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{
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self.health = self.max_health;
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self.takedamage = DAMAGE_YES;
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self.solid = SOLID_BBOX;
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}
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};
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// the trigger was just touched/killed/used
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// self.enemy should be set to the activator so it can be held through a delay
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// so wait for the delay time before firing
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void() multi_trigger =
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{
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if (self.nextthink > time)
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{
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return; // allready been triggered
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}
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if (self.classname == "trigger_secret")
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{
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if (self.enemy.classname != "player")
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return;
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found_secrets = found_secrets + 1;
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WriteByte (MSG_ALL, SVC_FOUNDSECRET);
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}
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if (self.noise)
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sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
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// don't trigger again until reset
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self.takedamage = DAMAGE_NO;
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activator = self.enemy;
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SUB_UseTargets();
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if (self.wait > 0)
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{
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self.think = multi_wait;
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self.nextthink = time + self.wait;
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}
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else
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{ // we can't just remove (self) here, because this is a touch function
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// called while C code is looping through area links...
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self.touch = NIL;
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self.nextthink = time + 0.1;
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self.think = SUB_Remove;
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}
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};
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void() multi_killed =
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{
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self.enemy = damage_attacker;
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multi_trigger();
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};
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void() multi_use =
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{
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self.enemy = activator;
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multi_trigger();
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};
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void() multi_touch =
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{
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local entity te;
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if (other.classname != "player")
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return;
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if (!Activated(self,other))
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{
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// If an else goal should be activated, activate it
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if (self.else_goal != 0)
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{
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te = Findgoal(self.else_goal);
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if (te)
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DoResults(te, other, (self.goal_result & TFGR_ADD_BONUSES));
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}
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return;
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}
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// if the trigger has an angles field, check player's facing direction
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if (self.movedir != '0 0 0')
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{
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makevectors (other.angles);
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if (v_forward * self.movedir < 0)
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return; // not facing the right way
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}
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self.enemy = other;
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multi_trigger ();
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};
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/*QUAKED trigger_multiple (.5 .5 .5) ? notouch
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Variable sized repeatable trigger. Must be targeted at one or more entities. If "health" is set, the trigger must be killed to activate each time.
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If "delay" is set, the trigger waits some time after activating before firing.
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"wait" : Seconds between triggerings. (.2 default)
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If notouch is set, the trigger is only fired by other entities, not by touching.
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NOTOUCH has been obsoleted by trigger_relay!
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sounds
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1) secret
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2) beep beep
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3) large switch
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4)
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set "message" to text string
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*/
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void() trigger_multiple =
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{
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if (CheckExistence() == FALSE)
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{
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dremove(self);
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return;
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}
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if (self.sounds == 1)
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{
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precache_sound ("misc/secret.wav");
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self.noise = "misc/secret.wav";
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}
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else if (self.sounds == 2)
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{
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precache_sound ("misc/talk.wav");
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self.noise = "misc/talk.wav";
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}
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else if (self.sounds == 3)
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{
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precache_sound ("misc/trigger1.wav");
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self.noise = "misc/trigger1.wav";
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}
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if (!self.wait)
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self.wait = 0.2;
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self.use = multi_use;
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InitTrigger ();
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if (self.health)
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{
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if (self.spawnflags & SPAWNFLAG_NOTOUCH)
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objerror ("health and notouch don't make sense\n");
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self.max_health = self.health;
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self.th_die = multi_killed;
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self.takedamage = DAMAGE_YES;
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self.solid = SOLID_BBOX;
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setmodel (self, self.model); // make sure it links into the world
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// let's see if it actually does this time?
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}
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else
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{
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if ( !(self.spawnflags & SPAWNFLAG_NOTOUCH) )
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{
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self.touch = multi_touch;
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}
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}
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};
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/*QUAKED trigger_once (.5 .5 .5) ? notouch
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Variable sized trigger. Triggers once, then removes itself. You must set the key "target" to the name of another object in the level that has a matching
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"targetname". If "health" is set, the trigger must be killed to activate.
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If notouch is set, the trigger is only fired by other entities, not by touching.
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if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired.
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if "angle" is set, the trigger will only fire when someone is facing the direction of the angle. Use "360" for an angle of 0.
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sounds
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1) secret
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2) beep beep
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3) large switch
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4)
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set "message" to text string
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*/
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void() trigger_once =
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{
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if (CheckExistence() == FALSE)
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{
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dremove(self);
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return;
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}
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self.wait = -1;
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trigger_multiple();
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};
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//=============================================================================
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/*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
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This fixed size trigger cannot be touched, it can only be fired by other events. It can contain killtargets, targets, delays, and messages.
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*/
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void() trigger_relay =
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{
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if (CheckExistence() == FALSE)
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{
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dremove(self);
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return;
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}
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self.use = SUB_UseTargets;
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};
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//=============================================================================
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/*QUAKED trigger_secret (.5 .5 .5) ?
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secret counter trigger
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sounds
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1) secret
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2) beep beep
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3)
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4)
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set "message" to text string
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*/
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void() trigger_secret =
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{
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if (CheckExistence() == FALSE)
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{
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dremove(self);
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return;
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}
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total_secrets = total_secrets + 1;
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self.wait = -1;
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if (!self.message)
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self.message = "You found a secret area!";
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if (!self.sounds)
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self.sounds = 1;
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if (self.sounds == 1)
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{
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precache_sound ("misc/secret.wav");
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self.noise = "misc/secret.wav";
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}
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else if (self.sounds == 2)
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{
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precache_sound ("misc/talk.wav");
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self.noise = "misc/talk.wav";
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}
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trigger_multiple ();
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};
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//=============================================================================
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void() counter_use =
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{
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self.count = self.count - 1;
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if (self.count < 0)
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return;
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if (self.count != 0)
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{
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if (activator.classname == "player"
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&& (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
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{
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if (self.count >= 4)
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CenterPrint (activator, "There are more to go...");
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else if (self.count == 3)
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CenterPrint (activator, "Only 3 more to go...");
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else if (self.count == 2)
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CenterPrint (activator, "Only 2 more to go...");
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else
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CenterPrint (activator, "Only 1 more to go...");
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}
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return;
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}
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if (activator.classname == "player"
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&& (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
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CenterPrint(activator, "Sequence completed!");
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self.enemy = activator;
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multi_trigger ();
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};
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/*QUAKED trigger_counter (.5 .5 .5) ? nomessage
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Acts as an intermediary for an action that takes multiple inputs.
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If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished.
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After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
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*/
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void() trigger_counter =
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{
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if (CheckExistence() == FALSE)
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{
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dremove(self);
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return;
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}
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self.wait = -1;
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if (!self.count)
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self.count = 2;
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self.use = counter_use;
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};
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/*
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==============================================================================
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TELEPORT TRIGGERS
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==============================================================================
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*/
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#define PLAYER_ONLY 1
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#define SILENT 2
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void() play_teleport =
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{
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local float v;
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local string tmpstr;
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v = random() * 5;
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if (v < 1)
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tmpstr = "misc/r_tele1.wav";
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else if (v < 2)
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tmpstr = "misc/r_tele2.wav";
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else if (v < 3)
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tmpstr = "misc/r_tele3.wav";
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else if (v < 4)
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tmpstr = "misc/r_tele4.wav";
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else
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tmpstr = "misc/r_tele5.wav";
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sound (self, CHAN_VOICE, tmpstr, 1, ATTN_NORM);
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remove (self);
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};
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void(vector org) spawn_tfog =
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{
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s = spawn ();
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s.origin = org;
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s.nextthink = time + 0.2;
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s.think = play_teleport;
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WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
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WriteByte (MSG_MULTICAST, TE_TELEPORT);
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WriteCoord (MSG_MULTICAST, org_x);
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WriteCoord (MSG_MULTICAST, org_y);
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WriteCoord (MSG_MULTICAST, org_z);
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multicast (org, MULTICAST_PHS);
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};
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void() tdeath_touch =
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{
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if (other == self.owner)
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return;
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// frag anyone who teleports in on top of an invincible player
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if (other.classname == "player")
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{
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if (Teammate(self.owner.team_no, other.team_no))
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{
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other.invincible_finished = 0;
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TF_T_Damage(other, self, self, other.health + 5000, TF_TD_IGNOREARMOUR, TF_TD_OTHER);
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return;
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}
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if (other.invincible_finished > time) {
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self.classname = "teledeath2";
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self.owner.invincible_finished = 0;
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if (self.owner.health > 0)
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TF_T_Damage (self.owner, self, self, self.owner.health + 5000,
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TF_TD_IGNOREARMOUR, TF_TD_OTHER);
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}
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if (self.owner.classname != "player")
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{
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T_Damage (self.owner, self, self, 5000);
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return;
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}
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}
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if (other.health)
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{
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TF_T_Damage(other, self, self, other.health + 5000, TF_TD_IGNOREARMOUR, TF_TD_OTHER);
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}
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};
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void(vector org, entity death_owner) spawn_tdeath =
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{
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local entity death;
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death = spawn();
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death.classname = "teledeath";
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death.movetype = MOVETYPE_NONE;
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death.solid = SOLID_TRIGGER;
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death.angles = '0 0 0';
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setsize (death, death_owner.mins - '1 1 1', death_owner.maxs + '1 1 1');
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setorigin (death, org);
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death.touch = tdeath_touch;
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death.nextthink = time + 0.2;
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death.think = SUB_Remove;
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death.owner = death_owner;
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force_retouch = 2; // make sure even still objects get hit
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};
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void() teleport_touch =
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{
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local entity t, te;
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local vector org;
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if (self.targetname)
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{
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if (self.nextthink < time)
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{
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return; // not fired yet
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}
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}
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if (self.spawnflags & PLAYER_ONLY)
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{
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if (other.classname != "player")
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return;
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}
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if (!Activated(self,other))
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{
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// If an else goal should be activated, activate it
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if (self.else_goal != 0)
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{
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te = Findgoal(self.else_goal);
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if (te)
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DoResults(te, other, (self.goal_result & TFGR_ADD_BONUSES));
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}
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return;
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}
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// only teleport living creatures
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if (other.health <= 0 || other.solid != SOLID_SLIDEBOX)
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return;
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SUB_UseTargets ();
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// put a tfog where the player was
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spawn_tfog (other.origin);
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t = find (NIL, targetname, self.target);
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if (!t)
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objerror ("couldn't find target");
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// spawn a tfog flash in front of the destination
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makevectors (t.mangle);
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org = t.origin + 32 * v_forward;
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spawn_tfog (org);
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spawn_tdeath(t.origin, other);
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// move the player and lock him down for a little while
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if (!other.health)
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{
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other.origin = t.origin;
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other.velocity = (v_forward * other.velocity_x) + (v_forward * other.velocity_y);
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return;
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}
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setorigin (other, t.origin);
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other.angles = t.mangle;
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if (other.classname == "player")
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{
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// Teleporting - detach hook (wedge)
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if (other.weapons_carried & WEAP_HOOK && other.hook_out)
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{
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sound (other, CHAN_WEAPON, "weapons/bounce2.wav", 1, ATTN_NORM);
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Reset_Grapple (other.hook);
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other.attack_finished = time + 0.75; // avoid instant rehook
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}
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//other.immune_to_check = time + 2; //WK Don't zap people for teleporting
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makeImmune(other,time+2);
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other.fixangle = 1; // turn this way immediately
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other.teleport_time = time + 0.7;
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if (other.flags & FL_ONGROUND)
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other.flags = other.flags - FL_ONGROUND;
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other.velocity = v_forward * 300;
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}
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other.flags = other.flags - other.flags & FL_ONGROUND;
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};
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/*QUAKED info_teleport_destination (.5 .5 .5) (-8 -8 -8) (8 8 32)
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This is the destination marker for a teleporter. It should have a "targetname" field with the same value as a teleporter's "target" field.
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*/
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void() info_teleport_destination =
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{
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if (CheckExistence() == FALSE)
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{
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dremove(self);
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return;
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}
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// this does nothing, just serves as a target spot
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self.mangle = self.angles;
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self.angles = '0 0 0';
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self.model = "";
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self.origin = self.origin + '0 0 27';
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if (!self.targetname)
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objerror ("no targetname");
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};
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void() teleport_use =
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{
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self.nextthink = time + 0.2;
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force_retouch = 2; // make sure even still objects get hit
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self.think = dont_think;
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};
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/*QUAKED trigger_teleport (.5 .5 .5) ? PLAYER_ONLY SILENT
|
|
Any object touching this will be transported to the corresponding info_teleport_destination entity. You must set the "target" field, and create an object with a "targetname" field that matches.
|
|
|
|
If the trigger_teleport has a targetname, it will only teleport entities when it has been fired.
|
|
*/
|
|
void() trigger_teleport =
|
|
{
|
|
local vector o;
|
|
|
|
if (CheckExistence() == FALSE)
|
|
{
|
|
dremove(self);
|
|
return;
|
|
}
|
|
|
|
InitTrigger ();
|
|
self.touch = teleport_touch;
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|
// find the destination
|
|
if (!self.target)
|
|
objerror ("no target");
|
|
self.use = teleport_use;
|
|
|
|
if (!(self.spawnflags & SILENT))
|
|
{
|
|
precache_sound ("ambience/hum1.wav");
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|
o = (self.mins + self.maxs)*0.5;
|
|
ambientsound (o, "ambience/hum1.wav",0.5 , ATTN_STATIC);
|
|
}
|
|
};
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
trigger_setskill
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
void() trigger_skill_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;
|
|
}
|
|
|
|
cvar_set ("skill", self.message);
|
|
};
|
|
|
|
/*QUAKED trigger_setskill (.5 .5 .5) ?
|
|
sets skill level to the value of "message".
|
|
Only used on start map.
|
|
*/
|
|
void() trigger_setskill =
|
|
{
|
|
dremove(self);
|
|
return;
|
|
};
|
|
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
ONLY REGISTERED TRIGGERS
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
void() trigger_onlyregistered_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 (self.attack_finished > time)
|
|
return;
|
|
|
|
self.attack_finished = time + 2;
|
|
if (cvar("registered"))
|
|
{
|
|
local integer rem = self.targetname != self.killtarget;
|
|
self.message = "";
|
|
SUB_UseTargets ();
|
|
if (rem)
|
|
remove (self);
|
|
}
|
|
else
|
|
{
|
|
if (self.message != "")
|
|
{
|
|
CenterPrint (other, self.message);
|
|
sound (other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM);
|
|
}
|
|
}
|
|
};
|
|
|
|
/*QUAKED trigger_onlyregistered (.5 .5 .5) ?
|
|
Only fires if playing the registered version, otherwise prints the message
|
|
*/
|
|
void() trigger_onlyregistered =
|
|
{
|
|
if (CheckExistence() == FALSE)
|
|
{
|
|
dremove(self);
|
|
return;
|
|
}
|
|
|
|
precache_sound ("misc/talk.wav");
|
|
InitTrigger ();
|
|
self.touch = trigger_onlyregistered_touch;
|
|
};
|
|
|
|
//============================================================================
|
|
void() hurt_on =
|
|
{
|
|
self.solid = SOLID_TRIGGER;
|
|
self.nextthink = -1;
|
|
};
|
|
|
|
void() hurt_touch =
|
|
{
|
|
local entity te;
|
|
|
|
if (other.takedamage)
|
|
{
|
|
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;
|
|
}
|
|
|
|
self.solid = SOLID_NOT;
|
|
deathmsg = DMSG_TRIGGER;
|
|
TF_T_Damage (other, self, self, self.dmg, TF_TD_IGNOREARMOUR, TF_TD_OTHER);
|
|
self.think = hurt_on;
|
|
self.nextthink = time + 1;
|
|
}
|
|
};
|
|
|
|
/*QUAKED trigger_hurt (.5 .5 .5) ?
|
|
Any object touching this will be hurt
|
|
set dmg to damage amount
|
|
defalt dmg = 5
|
|
*/
|
|
void() trigger_hurt =
|
|
{
|
|
if (CheckExistence() == FALSE)
|
|
{
|
|
dremove(self);
|
|
return;
|
|
}
|
|
|
|
InitTrigger ();
|
|
self.touch = hurt_touch;
|
|
if (!self.dmg)
|
|
self.dmg = 5;
|
|
};
|
|
|
|
//============================================================================
|
|
|
|
#define PUSH_ONCE 1
|
|
|
|
void() trigger_push_touch =
|
|
{
|
|
local entity te;
|
|
|
|
if (IsBuilding(other))
|
|
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.classname == "grenade" || other.classname == "pipebomb") //CH can throw pipes now :)
|
|
other.velocity = self.speed * self.movedir * 10;
|
|
else if (other.health > 0)
|
|
{
|
|
other.velocity = self.speed * self.movedir * 10;
|
|
if (other.classname == "player")
|
|
{
|
|
if (other.fly_sound < time)
|
|
{
|
|
other.fly_sound = time + 1.5;
|
|
sound (other, CHAN_AUTO, "ambience/windfly.wav", 1, ATTN_NORM);
|
|
}
|
|
}
|
|
}
|
|
if (self.spawnflags & PUSH_ONCE)
|
|
dremove(self);
|
|
};
|
|
|
|
|
|
/*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE
|
|
Pushes the player
|
|
*/
|
|
void() trigger_push =
|
|
{
|
|
if (CheckExistence() == FALSE)
|
|
{
|
|
dremove(self);
|
|
return;
|
|
}
|
|
|
|
InitTrigger ();
|
|
precache_sound ("ambience/windfly.wav");
|
|
self.touch = trigger_push_touch;
|
|
if (!self.speed)
|
|
self.speed = 1000;
|
|
};
|
|
|
|
//============================================================================
|
|
|
|
void() trigger_monsterjump_touch =
|
|
{
|
|
if ( other.flags & (FL_MONSTER | FL_FLY | FL_SWIM) != FL_MONSTER )
|
|
return;
|
|
|
|
// set XY even if not on ground, so the jump will clear lips
|
|
other.velocity_x = self.movedir_x * self.speed;
|
|
other.velocity_y = self.movedir_y * self.speed;
|
|
|
|
if ( !(other.flags & FL_ONGROUND) )
|
|
return;
|
|
|
|
other.flags = other.flags - FL_ONGROUND;
|
|
|
|
other.velocity_z = self.height;
|
|
};
|
|
|
|
/*QUAKED trigger_monsterjump (.5 .5 .5) ?
|
|
Walking monsters that touch this will jump in the direction of the trigger's angle
|
|
"speed" default to 200, the speed thrown forward
|
|
"height" default to 200, the speed thrown upwards
|
|
*/
|
|
void() trigger_monsterjump =
|
|
{
|
|
if (CheckExistence() == FALSE)
|
|
{
|
|
dremove(self);
|
|
return;
|
|
}
|
|
|
|
if (!self.speed)
|
|
self.speed = 200;
|
|
if (!self.height)
|
|
self.height = 200;
|
|
if (self.angles == '0 0 0')
|
|
self.angles = '0 360 0';
|
|
InitTrigger ();
|
|
self.touch = trigger_monsterjump_touch;
|
|
};
|
|
|
|
|