mirror of
https://git.code.sf.net/p/quake/quakeforge-old
synced 2024-11-24 12:51:25 +00:00
809 lines
18 KiB
C++
809 lines
18 KiB
C++
/*
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doors.qc
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door functions
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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float DOOR_START_OPEN = 1;
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float DOOR_DONT_LINK = 4;
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float DOOR_GOLD_KEY = 8;
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float DOOR_SILVER_KEY = 16;
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float DOOR_TOGGLE = 32;
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/*
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Doors are similar to buttons, but can spawn a fat trigger field around them
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to open without a touch, and they link together to form simultanious
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double/quad doors.
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Door.owner is the master door. If there is only one door, it points to itself.
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If multiple doors, all will point to a single one.
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Door.enemy chains from the master door through all doors linked in the chain.
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*/
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/*
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=============================================================================
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THINK FUNCTIONS
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=============================================================================
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*/
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void() door_go_down;
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void() door_go_up;
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void() door_blocked =
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{
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other.deathtype = "squish";
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T_Damage (other, self, self.goalentity, self.dmg);
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// if a door has a negative wait, it would never come back if blocked,
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// so let it just squash the object to death real fast
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if (self.wait >= 0)
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{
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if (self.state == STATE_DOWN)
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door_go_up ();
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else
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door_go_down ();
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}
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};
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void() door_hit_top =
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{
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sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise1, 1, ATTN_NORM);
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self.state = STATE_TOP;
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if (self.spawnflags & DOOR_TOGGLE)
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return; // don't come down automatically
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self.think = door_go_down;
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self.nextthink = self.ltime + self.wait;
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};
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void() door_hit_bottom =
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{
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sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise1, 1, ATTN_NORM);
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self.state = STATE_BOTTOM;
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};
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void() door_go_down =
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{
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sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
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if (self.max_health)
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{
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self.takedamage = DAMAGE_YES;
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self.health = self.max_health;
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}
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self.state = STATE_DOWN;
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SUB_CalcMove (self.pos1, self.speed, door_hit_bottom);
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};
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void() door_go_up =
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{
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if (self.state == STATE_UP)
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return; // allready going up
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if (self.state == STATE_TOP)
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{ // reset top wait time
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self.nextthink = self.ltime + self.wait;
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return;
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}
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sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
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self.state = STATE_UP;
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SUB_CalcMove (self.pos2, self.speed, door_hit_top);
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SUB_UseTargets();
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};
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/*
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=============================================================================
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ACTIVATION FUNCTIONS
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=============================================================================
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*/
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void() door_fire =
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{
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local entity oself;
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local entity starte;
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if (self.owner != self)
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objerror ("door_fire: self.owner != self");
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// play use key sound
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if (self.items)
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sound (self, CHAN_VOICE, self.noise4, 1, ATTN_NORM);
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self.message = string_null; // no more message
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oself = self;
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if (self.spawnflags & DOOR_TOGGLE)
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{
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if (self.state == STATE_UP || self.state == STATE_TOP)
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{
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starte = self;
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do
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{
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door_go_down ();
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self = self.enemy;
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} while ( (self != starte) && (self != world) );
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self = oself;
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return;
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}
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}
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// trigger all paired doors
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starte = self;
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do
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{
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self.goalentity = activator; // Who fired us
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door_go_up ();
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self = self.enemy;
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} while ( (self != starte) && (self != world) );
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self = oself;
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};
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void() door_use =
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{
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local entity oself;
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self.message = ""; // door message are for touch only
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self.owner.message = "";
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self.enemy.message = "";
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oself = self;
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self = self.owner;
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door_fire ();
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self = oself;
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};
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void() door_trigger_touch =
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{
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if (other.health <= 0)
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return;
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if (time < self.attack_finished)
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return;
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self.attack_finished = time + 1;
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activator = other;
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self = self.owner;
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door_use ();
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};
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void() door_killed =
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{
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local entity oself;
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oself = self;
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self = self.owner;
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self.health = self.max_health;
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self.takedamage = DAMAGE_NO; // wil be reset upon return
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door_use ();
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self = oself;
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};
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/*
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================
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door_touch
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Prints messages and opens key doors
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================
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*/
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void() door_touch =
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{
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if (other.classname != "player")
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return;
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if (self.owner.attack_finished > time)
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return;
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self.owner.attack_finished = time + 2;
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if (self.owner.message != "")
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{
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centerprint (other, self.owner.message);
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sound (other, CHAN_VOICE, "misc/talk.wav", 1, ATTN_NORM);
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}
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// key door stuff
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if (!self.items)
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return;
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// FIXME: blink key on player's status bar
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if ( (self.items & other.items) != self.items )
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{
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if (self.owner.items == IT_KEY1)
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{
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if (world.worldtype == 2)
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{
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centerprint (other, "You need the silver keycard");
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sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
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}
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else if (world.worldtype == 1)
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{
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centerprint (other, "You need the silver runekey");
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sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
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}
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else if (world.worldtype == 0)
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{
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centerprint (other, "You need the silver key");
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sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
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}
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}
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else
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{
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if (world.worldtype == 2)
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{
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centerprint (other, "You need the gold keycard");
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sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
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}
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else if (world.worldtype == 1)
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{
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centerprint (other, "You need the gold runekey");
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sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
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}
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else if (world.worldtype == 0)
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{
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centerprint (other, "You need the gold key");
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sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
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}
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}
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return;
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}
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other.items = other.items - self.items;
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self.touch = SUB_Null;
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if (self.enemy)
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self.enemy.touch = SUB_Null; // get paired door
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door_use ();
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};
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/*
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=============================================================================
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SPAWNING FUNCTIONS
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=============================================================================
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*/
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entity(vector fmins, vector fmaxs) spawn_field =
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{
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local entity trigger;
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local vector t1, t2;
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trigger = spawn();
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trigger.movetype = MOVETYPE_NONE;
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trigger.solid = SOLID_TRIGGER;
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trigger.owner = self;
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trigger.touch = door_trigger_touch;
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t1 = fmins;
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t2 = fmaxs;
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setsize (trigger, t1 - '60 60 8', t2 + '60 60 8');
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return (trigger);
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};
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float (entity e1, entity e2) EntitiesTouching =
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{
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if (e1.mins_x > e2.maxs_x)
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return FALSE;
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if (e1.mins_y > e2.maxs_y)
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return FALSE;
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if (e1.mins_z > e2.maxs_z)
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return FALSE;
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if (e1.maxs_x < e2.mins_x)
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return FALSE;
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if (e1.maxs_y < e2.mins_y)
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return FALSE;
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if (e1.maxs_z < e2.mins_z)
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return FALSE;
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return TRUE;
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};
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/*
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=============
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LinkDoors
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=============
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*/
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void() LinkDoors =
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{
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local entity t, starte;
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local vector cmins, cmaxs;
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if (self.enemy)
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return; // already linked by another door
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if (self.spawnflags & 4)
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{
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self.owner = self.enemy = self;
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return; // don't want to link this door
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}
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cmins = self.mins;
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cmaxs = self.maxs;
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starte = self;
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t = self;
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do
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{
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self.owner = starte; // master door
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if (self.health)
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starte.health = self.health;
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if (self.targetname)
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starte.targetname = self.targetname;
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if (self.message != "")
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starte.message = self.message;
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t = find (t, classname, self.classname);
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if (!t)
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{
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self.enemy = starte; // make the chain a loop
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// shootable, fired, or key doors just needed the owner/enemy links,
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// they don't spawn a field
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self = self.owner;
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if (self.health)
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return;
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if (self.targetname)
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return;
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if (self.items)
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return;
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self.owner.trigger_field = spawn_field(cmins, cmaxs);
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return;
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}
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if (EntitiesTouching(self,t))
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{
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if (t.enemy)
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objerror ("cross connected doors");
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self.enemy = t;
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self = t;
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if (t.mins_x < cmins_x)
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cmins_x = t.mins_x;
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if (t.mins_y < cmins_y)
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cmins_y = t.mins_y;
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if (t.mins_z < cmins_z)
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cmins_z = t.mins_z;
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if (t.maxs_x > cmaxs_x)
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cmaxs_x = t.maxs_x;
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if (t.maxs_y > cmaxs_y)
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cmaxs_y = t.maxs_y;
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if (t.maxs_z > cmaxs_z)
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cmaxs_z = t.maxs_z;
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}
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} while (1 );
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};
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/*QUAKED func_door (0 .5 .8) ? START_OPEN x DOOR_DONT_LINK GOLD_KEY SILVER_KEY TOGGLE
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if two doors touch, they are assumed to be connected and operate as a unit.
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TOGGLE causes the door to wait in both the start and end states for a trigger event.
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START_OPEN causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not usefull for touch or takedamage doors).
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Key doors are allways wait -1.
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"message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
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"angle" determines the opening direction
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"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
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"health" if set, door must be shot open
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"speed" movement speed (100 default)
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"wait" wait before returning (3 default, -1 = never return)
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"lip" lip remaining at end of move (8 default)
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"dmg" damage to inflict when blocked (2 default)
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"sounds"
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0) no sound
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1) stone
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2) base
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3) stone chain
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4) screechy metal
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*/
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void() func_door =
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{
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if (world.worldtype == 0)
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{
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precache_sound ("doors/medtry.wav");
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precache_sound ("doors/meduse.wav");
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self.noise3 = "doors/medtry.wav";
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self.noise4 = "doors/meduse.wav";
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}
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else if (world.worldtype == 1)
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{
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precache_sound ("doors/runetry.wav");
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precache_sound ("doors/runeuse.wav");
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self.noise3 = "doors/runetry.wav";
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self.noise4 = "doors/runeuse.wav";
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}
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else if (world.worldtype == 2)
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{
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precache_sound ("doors/basetry.wav");
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precache_sound ("doors/baseuse.wav");
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self.noise3 = "doors/basetry.wav";
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self.noise4 = "doors/baseuse.wav";
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}
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else
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{
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dprint ("no worldtype set!\n");
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}
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if (self.sounds == 0)
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{
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precache_sound ("misc/null.wav");
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precache_sound ("misc/null.wav");
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self.noise1 = "misc/null.wav";
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self.noise2 = "misc/null.wav";
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}
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if (self.sounds == 1)
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{
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precache_sound ("doors/drclos4.wav");
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precache_sound ("doors/doormv1.wav");
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self.noise1 = "doors/drclos4.wav";
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self.noise2 = "doors/doormv1.wav";
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}
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if (self.sounds == 2)
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{
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precache_sound ("doors/hydro1.wav");
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precache_sound ("doors/hydro2.wav");
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self.noise2 = "doors/hydro1.wav";
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self.noise1 = "doors/hydro2.wav";
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}
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if (self.sounds == 3)
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{
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precache_sound ("doors/stndr1.wav");
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precache_sound ("doors/stndr2.wav");
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self.noise2 = "doors/stndr1.wav";
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self.noise1 = "doors/stndr2.wav";
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}
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if (self.sounds == 4)
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{
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precache_sound ("doors/ddoor1.wav");
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precache_sound ("doors/ddoor2.wav");
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self.noise1 = "doors/ddoor2.wav";
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self.noise2 = "doors/ddoor1.wav";
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}
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SetMovedir ();
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self.max_health = self.health;
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self.solid = SOLID_BSP;
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self.movetype = MOVETYPE_PUSH;
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setorigin (self, self.origin);
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setmodel (self, self.model);
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self.classname = "door";
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self.blocked = door_blocked;
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self.use = door_use;
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if (self.spawnflags & DOOR_SILVER_KEY)
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self.items = IT_KEY1;
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if (self.spawnflags & DOOR_GOLD_KEY)
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self.items = IT_KEY2;
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if (!self.speed)
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self.speed = 100;
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if (!self.wait)
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self.wait = 3;
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if (!self.lip)
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self.lip = 8;
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if (!self.dmg)
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self.dmg = 2;
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self.pos1 = self.origin;
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self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip);
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// DOOR_START_OPEN is to allow an entity to be lighted in the closed position
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// but spawn in the open position
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if (self.spawnflags & DOOR_START_OPEN)
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{
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setorigin (self, self.pos2);
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self.pos2 = self.pos1;
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self.pos1 = self.origin;
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}
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self.state = STATE_BOTTOM;
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if (self.health)
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{
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self.takedamage = DAMAGE_YES;
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self.th_die = door_killed;
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}
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if (self.items)
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self.wait = -1;
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self.touch = door_touch;
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// LinkDoors can't be done until all of the doors have been spawned, so
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// the sizes can be detected properly.
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self.think = LinkDoors;
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self.nextthink = self.ltime + 0.1;
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};
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/*
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=============================================================================
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SECRET DOORS
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=============================================================================
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*/
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void() fd_secret_move1;
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void() fd_secret_move2;
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void() fd_secret_move3;
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void() fd_secret_move4;
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void() fd_secret_move5;
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void() fd_secret_move6;
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void() fd_secret_done;
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float SECRET_OPEN_ONCE = 1; // stays open
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float SECRET_1ST_LEFT = 2; // 1st move is left of arrow
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float SECRET_1ST_DOWN = 4; // 1st move is down from arrow
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float SECRET_NO_SHOOT = 8; // only opened by trigger
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float SECRET_YES_SHOOT = 16; // shootable even if targeted
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void () fd_secret_use =
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{
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local float temp;
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self.health = 10000;
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// exit if still moving around...
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if (self.origin != self.oldorigin)
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return;
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self.message = string_null; // no more message
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SUB_UseTargets(); // fire all targets / killtargets
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if (!(self.spawnflags & SECRET_NO_SHOOT))
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{
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self.th_pain = SUB_Null;
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self.takedamage = DAMAGE_NO;
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}
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self.velocity = '0 0 0';
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// Make a sound, wait a little...
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sound(self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
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self.nextthink = self.ltime + 0.1;
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temp = 1 - (self.spawnflags & SECRET_1ST_LEFT); // 1 or -1
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makevectors(self.mangle);
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if (!self.t_width)
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{
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if (self.spawnflags & SECRET_1ST_DOWN)
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self. t_width = fabs(v_up * self.size);
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else
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self. t_width = fabs(v_right * self.size);
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}
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if (!self.t_length)
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self. t_length = fabs(v_forward * self.size);
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if (self.spawnflags & SECRET_1ST_DOWN)
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self.dest1 = self.origin - v_up * self.t_width;
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else
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self.dest1 = self.origin + v_right * (self.t_width * temp);
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self.dest2 = self.dest1 + v_forward * self.t_length;
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SUB_CalcMove(self.dest1, self.speed, fd_secret_move1);
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sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
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};
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// Wait after first movement...
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void () fd_secret_move1 =
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{
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self.nextthink = self.ltime + 1.0;
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self.think = fd_secret_move2;
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sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
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};
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// Start moving sideways w/sound...
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void () fd_secret_move2 =
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{
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sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
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SUB_CalcMove(self.dest2, self.speed, fd_secret_move3);
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};
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// Wait here until time to go back...
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void () fd_secret_move3 =
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{
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sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
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if (!(self.spawnflags & SECRET_OPEN_ONCE))
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{
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self.nextthink = self.ltime + self.wait;
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self.think = fd_secret_move4;
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}
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};
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// Move backward...
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void () fd_secret_move4 =
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{
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sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
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SUB_CalcMove(self.dest1, self.speed, fd_secret_move5);
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};
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// Wait 1 second...
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void () fd_secret_move5 =
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{
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self.nextthink = self.ltime + 1.0;
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self.think = fd_secret_move6;
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sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
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};
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void () fd_secret_move6 =
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{
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sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
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SUB_CalcMove(self.oldorigin, self.speed, fd_secret_done);
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};
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void () fd_secret_done =
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{
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if (!self.targetname || self.spawnflags&SECRET_YES_SHOOT)
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{
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self.health = 10000;
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self.takedamage = DAMAGE_YES;
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self.th_pain = fd_secret_use;
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self.th_die = fd_secret_use;
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}
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sound(self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise3, 1, ATTN_NORM);
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};
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void () secret_blocked =
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{
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if (time < self.attack_finished)
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return;
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self.attack_finished = time + 0.5;
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other.deathtype = "squish";
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T_Damage (other, self, self, self.dmg);
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};
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|
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/*
|
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================
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secret_touch
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|
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Prints messages
|
|
================
|
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*/
|
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void() secret_touch =
|
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{
|
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if (other.classname != "player")
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return;
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if (self.attack_finished > time)
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return;
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|
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self.attack_finished = time + 2;
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if (self.message)
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{
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centerprint (other, self.message);
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sound (other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM);
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}
|
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};
|
|
|
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|
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/*QUAKED func_door_secret (0 .5 .8) ? open_once 1st_left 1st_down no_shoot always_shoot
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Basic secret door. Slides back, then to the side. Angle determines direction.
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wait = # of seconds before coming back
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1st_left = 1st move is left of arrow
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1st_down = 1st move is down from arrow
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always_shoot = even if targeted, keep shootable
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t_width = override WIDTH to move back (or height if going down)
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t_length = override LENGTH to move sideways
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"dmg" damage to inflict when blocked (2 default)
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|
|
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If a secret door has a targetname, it will only be opened by it's botton or trigger, not by damage.
|
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"sounds"
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1) medieval
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2) metal
|
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3) base
|
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*/
|
|
|
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void () func_door_secret =
|
|
{
|
|
if (self.sounds == 0)
|
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self.sounds = 3;
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if (self.sounds == 1)
|
|
{
|
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precache_sound ("doors/latch2.wav");
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precache_sound ("doors/winch2.wav");
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precache_sound ("doors/drclos4.wav");
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self.noise1 = "doors/latch2.wav";
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self.noise2 = "doors/winch2.wav";
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|
self.noise3 = "doors/drclos4.wav";
|
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}
|
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if (self.sounds == 2)
|
|
{
|
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precache_sound ("doors/airdoor1.wav");
|
|
precache_sound ("doors/airdoor2.wav");
|
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self.noise2 = "doors/airdoor1.wav";
|
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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";
|
|
}
|
|
|
|
if (!self.dmg)
|
|
self.dmg = 2;
|
|
|
|
// Magic formula...
|
|
self.mangle = self.angles;
|
|
self.angles = '0 0 0';
|
|
self.solid = SOLID_BSP;
|
|
self.movetype = MOVETYPE_PUSH;
|
|
self.classname = "door";
|
|
setmodel (self, self.model);
|
|
setorigin (self, self.origin);
|
|
|
|
self.touch = secret_touch;
|
|
self.blocked = secret_blocked;
|
|
self.speed = 50;
|
|
self.use = fd_secret_use;
|
|
if ( !self.targetname || self.spawnflags&SECRET_YES_SHOOT)
|
|
{
|
|
self.health = 10000;
|
|
self.takedamage = DAMAGE_YES;
|
|
self.th_pain = fd_secret_use;
|
|
}
|
|
self.oldorigin = self.origin;
|
|
if (!self.wait)
|
|
self.wait = 5; // 5 seconds before closing
|
|
};
|