520 lines
11 KiB
C++
520 lines
11 KiB
C++
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/*
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* $Header: /HexenWorld/HCode/SUBS.hc 2 4/01/98 5:49p Mgummelt $
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*/
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float SPAWNFLAG_ACTIVATED = 8;
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void SUB_Null() {}
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void SUB_Remove() { remove(self); }
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/*
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void spawntestmarker(vector org, float life, float skincolor)
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{
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newmis=spawn_temp();
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newmis.drawflags=MLS_ABSLIGHT;
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newmis.abslight=1;
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newmis.frame=1;
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newmis.skin=skincolor;
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setmodel(newmis,"models/test.mdl");
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setorigin(newmis,org);
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newmis.think=SUB_Remove;
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if(life==-1)
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self.nextthink=-1;
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else
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thinktime newmis : life;
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}*/
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/*
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QuakeEd only writes a single float for angles (bad idea), so up and down are
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just constant angles.
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*/
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void SetMovedir()
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{
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if(self.angles == '0 -1 0')
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self.movedir = '0 0 1';
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else if(self.angles == '0 -2 0')
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self.movedir = '0 0 -1';
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else {
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makevectors(self.angles);
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self.movedir = v_forward;
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}
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self.angles = '0 0 0';
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}
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/*
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* InitTrigger() -- Sets up the entity fields for a trigger.
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* If .angles is set, it is used for a one-way touch.
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* Use a yaw of 360 if you want a 0-degree one-way touch.
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*/
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void InitTrigger()
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{
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if(self.angles != '0 0 0')
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SetMovedir();
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setmodel(self, self.model); // set size and link into world
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self.solid = SOLID_TRIGGER;
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self.movetype = MOVETYPE_NONE;
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self.modelindex = 0;
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self.model = "";
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if(self.spawnflags & SPAWNFLAG_ACTIVATED)
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self.inactive=TRUE;
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}
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/*
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* SUB_CalcMove() -- Calculates self.velocity and self.nextthink to reach
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* dest from self.origin traveling at speed.
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*/
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void(vector tdest, float tspeed, void() func) SUB_CalcMove =
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{
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local vector vdestdelta;
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local float len, traveltime;
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if(!tspeed)
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objerror("No speed is defined!");
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self.think1 = func;
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self.finaldest = tdest;
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self.think = SUB_CalcMoveDone;
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if(tdest == self.origin)
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{
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self.velocity = '0 0 0';
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self.nextthink = self.ltime + 0.1;
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return;
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}
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vdestdelta = tdest - self.origin; // set destdelta to the vector needed to move
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len = vlen(vdestdelta); // calculate length of vector
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traveltime = len / tspeed; // divide by speed to get time to reach dest
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if(traveltime < 0.1)
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{
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self.velocity = '0 0 0';
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self.nextthink = self.ltime + 0.1;
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return;
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}
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self.effects(+)EF_UPDATESOUND;
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// set nextthink to trigger a think when dest is reached
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self.nextthink = self.ltime + traveltime;
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// scale the destdelta vector by the time spent traveling to get velocity
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self.velocity = vdestdelta * (1/traveltime); // hcc won't take vec/float
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};
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/*
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* SUB_CalcMoveEnt() -- Does the same as above, but takes a specific entity.
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*/
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/*
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void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt =
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{
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local entity stemp;
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stemp = self;
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self = ent;
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SUB_CalcMove(tdest, tspeed, func);
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self = stemp;
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};
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*/
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/*
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* SUB_CalcMoveDone -- Sets origin to the exact destination after moving.
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*/
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void SUB_CalcMoveDone()
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{
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setorigin(self, self.finaldest);
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self.velocity = '0 0 0';
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self.nextthink = -1;
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self.effects(-)EF_UPDATESOUND;
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if(self.think1)
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self.think1();
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}
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/*
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* SUB_CalcAngleMove() -- Calculates self.avelocity and self.nextthink to
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* rotate to destangle from self.angles.
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* The caller should make sure self.think is valid.
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*/
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void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove =
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{
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local vector destdelta;
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local float len, traveltime;
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if(!tspeed)
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objerror("SUB_CalcAngleMove: No speed defined!");
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destdelta = destangle - self.angles; // set destdelta to the vector needed to move
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len = vlen(destdelta); // calculate length of vector
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traveltime = len / tspeed; // divide by speed to get time to reach dest
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self.effects(+)EF_UPDATESOUND;
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// set nextthink to trigger a think when dest is reached
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self.nextthink = self.ltime + traveltime;
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// scale the destdelta vector by the time spent traveling to get velocity
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self.avelocity = destdelta * (1 / traveltime);
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self.think1 = func;
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self.finalangle = destangle;
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self.think = SUB_CalcAngleMoveDone;
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};
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/*
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* SUB_CalcAngleMoveEnt() -- Does the same as above, but takes a specific entity.
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*/
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/*
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void(entity ent, vector destangle, float tspeed, void() func) SUB_CalcAngleMoveEnt =
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{
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local entity stemp;
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stemp = self;
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self = ent;
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SUB_CalcAngleMove(destangle, tspeed, func);
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self = stemp;
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};
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*/
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/*
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* SUB_CalcAngleMoveDone() -- After rotating, set .angle to exact final angle.
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*/
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void SUB_CalcAngleMoveDone()
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{
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self.angles = self.finalangle;
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self.avelocity = '0 0 0';
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self.nextthink = -1;
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self.effects(-)EF_UPDATESOUND;
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if (self.think1)
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self.think1();
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}
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/*
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* SUB_CalcMoveAndAngleDone-Set angle and position in final states.
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*/
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void SUB_CalcMoveAndAngleDone(void)
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{
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setorigin(self, self.finaldest);
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self.angles = self.finalangle;
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self.velocity = self.avelocity = '0 0 0';
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self.nextthink = -1;
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self.effects(-)EF_UPDATESOUND;
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if (self.think1)
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self.think1();
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}
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void()SUB_CalcAngleOnlyDone;
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void SUB_CalcMoveOnlyDone(void)
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{
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setorigin(self, self.finaldest);
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self.velocity = '0 0 0';
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self.movetime=0;
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if(self.angletime>0)
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{
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self.think=SUB_CalcAngleOnlyDone;
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self.nextthink=self.ltime+self.angletime;
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}
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else
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SUB_CalcMoveAndAngleDone();
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}
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void SUB_CalcAngleOnlyDone(void)
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{
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self.angles = self.finalangle;
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self.avelocity = '0 0 0';
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self.angletime = 0;
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if(self.movetime>0)
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{
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self.think=SUB_CalcMoveOnlyDone;
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self.nextthink=self.ltime+self.movetime;
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}
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else
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SUB_CalcMoveAndAngleDone();
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}
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/*
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====================================================================
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SUB_CalcMoveAndAngle()
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MG!!!
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Calculates self.velocity and self.nextthink to reach dest from
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self.origin traveling at speed, does same with angle simultaneously.
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====================================================================
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*/
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void SUB_CalcMoveAndAngle (float synchronize)
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{
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vector vdestdelta, destdelta;
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float len, alen;
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//MOVE
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if(!self.speed)
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objerror("No speed is defined!");
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if(self.finaldest == self.origin)
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{
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self.velocity = '0 0 0';
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self.movetime = 0;
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}
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else
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{
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vdestdelta = self.finaldest - self.origin; // set destdelta to the vector needed to move
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len = vlen(vdestdelta); // calculate length of vector
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self.movetime = len / self.speed; // divide by speed to get time to reach dest
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if(self.movetime < 0.1)
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{
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self.velocity = '0 0 0';
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self.movetime = 0.1;
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}
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// scale the destdelta vector by the time spent traveling to get velocity
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self.velocity = vdestdelta * (1/self.movetime); // hcc won't take vec/float
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}
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//ANGLE
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if(self.angles==self.finalangle)
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{
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self.avelocity = '0 0 0';
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self.angletime = 0;
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}
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else
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{
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destdelta = self.finalangle - self.angles; // set destdelta to the vector needed to move
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alen = vlen(destdelta); // calculate length of vector
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if(!synchronize)
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{
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if(!self.anglespeed)
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objerror("SUB_CalcAngleMove: No speed defined!");
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}
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else
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self.anglespeed=self.speed/len*alen; //
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self.angletime = alen / self.anglespeed; // divide by speed to get time to reach dest
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// scale the destdelta vector by the time spent traveling to get velocity
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self.avelocity = destdelta * (1 / self.angletime);
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}
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// if(synchronize&&self.angletime!=self.movetime)
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// dprint("Whoops!\n");
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self.effects(+)EF_UPDATESOUND;//Update the sound with it
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// set nextthink to trigger a think when dest is reached
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if(self.movetime<=0)
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self.movetime=self.angletime;
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if(self.angletime<=0)
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self.angletime=self.movetime;
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if(self.movetime>self.angletime)
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{
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self.movetime-=self.angletime;
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self.think = SUB_CalcAngleOnlyDone;
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self.nextthink=self.ltime+self.angletime;
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}
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else if(self.movetime<self.angletime)
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{
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self.angletime-=self.movetime;
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self.think = SUB_CalcMoveOnlyDone;
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self.nextthink=self.ltime+self.movetime;
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}
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else
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{
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self.think = SUB_CalcMoveAndAngleDone;
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self.nextthink=self.ltime+self.movetime;
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}
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}
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/*
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* SUB_CalcMoveAndAngleInit-Set movement values and call main function
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*/
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void(vector tdest, float tspeed, vector destangle, float aspeed,void() func,float synchronize) SUB_CalcMoveAndAngleInit =
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{
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self.finaldest = tdest;
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self.speed = tspeed;
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self.finalangle = destangle;
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self.anglespeed = aspeed;
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self.think1 = func;
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SUB_CalcMoveAndAngle(synchronize);
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};
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/*
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* DelayThink()
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*/
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void DelayThink()
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{
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activator = self.enemy;
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SUB_UseTargets();
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remove(self);
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}
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/*
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* SUB_UseTargets() --
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*
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* The global "activator" should be set to the entity that initiated the firing.
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*
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* If self.delay is set, a DelayedUse entity will be created that will actually
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* do the SUB_UseTargets after that many seconds have passed.
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*
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* Centerprints any self.message to the activator.
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*
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* Removes all entities with a targetname that match self.killtarget,
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* and removes them, so some events can remove other triggers.
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*
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* Search for (string)targetname in all entities that
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* match (string)self.target and call their .use function
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*/
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void SUB_UseTargets()
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{
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entity t, stemp, otemp, act;
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string s;
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//
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// check for a delay
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//
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if(self.delay)
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{
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// create a temp object to fire at a later time
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t = spawn();
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t.classname = "DelayedUse";
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thinktime t : self.delay;
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t.think = DelayThink;
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t.enemy = activator;
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t.message = self.message;
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t.killtarget = self.killtarget;
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t.target = self.target;
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return;
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}
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//
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// print the message
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//
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if(activator.classname == "player" && self.message != 0)
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{
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s = getstring(self.message);
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centerprint (activator, s);
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if(!self.noise)
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sound (activator, CHAN_VOICE, "misc/comm.wav", 1, ATTN_NORM);
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}
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//
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// kill the killtargets
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//
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if(self.killtarget)
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{
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t = world;
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do {
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t = find(t, targetname, self.killtarget);
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if(t!=world)
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remove(t);
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}
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while(t!=world);
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}
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//
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// fire targets
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//
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self.style=0;
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if (self.target)
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{
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act = activator;
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t = world;
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do
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{
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t = find (t, targetname, self.target);
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if (!t)
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{
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if(self.nexttarget!=""&&self.target!=self.nexttarget)
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self.target=self.nexttarget;
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return;
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}
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if(t.style>=32&&t.style!=self.style)
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{
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self.style=t.style;
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if(self.classname=="breakable_brush")
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lightstylestatic(self.style,0);
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else
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lightstyle_change(t);
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}
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stemp = self;
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otemp = other;
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self = t;
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other = stemp;
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if (other.classname == "trigger_activate")
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if (!self.inactive)
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self.inactive = TRUE;
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else
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self.inactive = FALSE;
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else if (other.classname == "trigger_deactivate")
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self.inactive = TRUE;
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else if (other.classname == "trigger_combination_assign"&& self.classname=="trigger_counter")
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self.mangle = other.mangle;
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else if (other.classname == "trigger_counter_reset"&& self.classname=="trigger_counter")
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{
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self.cnt = 1;
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self.count = self.frags;
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self.items = 0;
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}
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else if (self.use != SUB_Null&&!self.inactive)
|
||
|
{ //Else here because above trigger types should not use it's target
|
||
|
if (self.use)
|
||
|
self.use ();
|
||
|
}
|
||
|
self = stemp;
|
||
|
other = otemp;
|
||
|
activator = act;
|
||
|
} while (1);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
* SUB_AttackFinished() -- Gets ready to finish the attack. In Nightmare
|
||
|
* mode, all attack_finished times become 0, and
|
||
|
* some monsters refire twice automatically.
|
||
|
*/
|
||
|
|
||
|
void SUB_AttackFinished(float normal)
|
||
|
{
|
||
|
self.cnt = 0; // refire count for nightmare
|
||
|
if(skill != 3)
|
||
|
self.attack_finished = time + normal;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
* SUB_CheckRefire() -- Decides whether or not for monster to refire.
|
||
|
*/
|
||
|
/*
|
||
|
float visible(entity targ);
|
||
|
|
||
|
void (void() thinkst) SUB_CheckRefire =
|
||
|
{
|
||
|
if(skill != 3)
|
||
|
return;
|
||
|
if(self.cnt == 1)
|
||
|
return;
|
||
|
if(!visible (self.enemy))
|
||
|
return;
|
||
|
self.cnt = 1;
|
||
|
self.think = thinkst;
|
||
|
};
|
||
|
*/
|
||
|
|