/* * $Header: /HexenWorld/Siege/plaque.hc 3 5/25/98 1:39p Mgummelt $ */ float PLAQUE_INVISIBLE = 1; float PLAQUE_ACTIVATE = 2; /* ================ plague_use Activate a plaque ================ */ void plaque_use (void) { if (self.spawnflags & PLAQUE_ACTIVATE) self.inactive = 0; } void plaque_touch (void) { vector spot1, spot2; if (self.inactive) return; if ((other.classname == "player") && (!other.plaqueflg)) { makevectors (other.v_angle); spot1 = other.origin + other.view_ofs; spot2 = spot1 + (v_forward*25); // Look just a little ahead traceline (spot1, spot2 , FALSE, other); if ((trace_fraction == 1.0) || (trace_ent.classname!="plaque")) { traceline (spot1, spot2 - (v_up * 30), FALSE, other); // 30 down if ((trace_fraction == 1.0) || (trace_ent.classname!="plaque")) { traceline (spot1, spot2 + v_up * 30, FALSE, other); // 30 up if ((trace_fraction == 1.0) || (trace_ent.classname!="plaque")) return; } } other.plaqueflg = 1; other.plaqueangle = other.v_angle; msg_entity = other; plaque_draw(MSG_ONE,self.message); if (other.noise1 != "") sound (other, CHAN_VOICE, self.noise1, 1, ATTN_NORM); else sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM); } } /*QUAKED plaque (.5 .5 .5) ? INVISIBLE deactivated A plaque on the wall a player can read -------------------------FIELDS------------------------- "message" the index of the string in the text file "noise1" the wav file activated when plaque is used deactivated - if this is on, the plaque will not be readable until a trigger has activated it. -------------------------------------------------------- */ void() plaque = { setsize (self, self.mins, self.maxs); setorigin (self, self.origin); setmodel (self, self.model); self.solid = SOLID_SLIDEBOX; if (deathmatch) // I don't do a remove because they might be a part of the architecture return; self.use = plaque_use; precache_sound("raven/use_plaq.wav"); self.noise = "raven/use_plaq.wav"; self.touch = plaque_touch; if (self.spawnflags & PLAQUE_INVISIBLE) self.effects (+) EF_NODRAW; if (self.spawnflags & PLAQUE_ACTIVATE) self.inactive = 1; else self.inactive = 0; };