1235 lines
33 KiB
C++
1235 lines
33 KiB
C++
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// leave this line at the top for all g_xxxx.cpp files...
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#include "g_headers.h"
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#include "Q3_Interface.h"
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#include "g_local.h"
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#include "g_functions.h"
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extern void G_SetEnemy( gentity_t *self, gentity_t *enemy );
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//==========================================================
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/*QUAKED target_give (1 0 0) (-8 -8 -8) (8 8 8)
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Gives the activator all the items pointed to.
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*/
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void Use_Target_Give( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
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gentity_t *t;
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trace_t trace;
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if ( !activator->client ) {
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return;
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}
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if ( !ent->target ) {
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return;
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}
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G_ActivateBehavior(ent,BSET_USE);
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memset( &trace, 0, sizeof( trace ) );
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t = NULL;
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while ( (t = G_Find (t, FOFS(targetname), ent->target)) != NULL ) {
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if ( !t->item ) {
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continue;
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}
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Touch_Item( t, activator, &trace );
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// make sure it isn't going to respawn or show any events
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t->nextthink = 0;
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gi.unlinkentity( t );
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}
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}
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void SP_target_give( gentity_t *ent ) {
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ent->e_UseFunc = useF_Use_Target_Give;
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}
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//==========================================================
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/*QUAKED target_delay (1 0 0) (-8 -8 -8) (8 8 8)
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"wait" seconds to pause before firing targets.
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"random" delay variance, total delay = delay +/- random seconds
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*/
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void Think_Target_Delay( gentity_t *ent )
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{
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G_UseTargets( ent, ent->activator );
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}
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void Use_Target_Delay( gentity_t *ent, gentity_t *other, gentity_t *activator )
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{
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G_ActivateBehavior(ent,BSET_USE);
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ent->nextthink = level.time + ( ent->wait + ent->random * crandom() ) * 1000;
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ent->e_ThinkFunc = thinkF_Think_Target_Delay;
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ent->activator = activator;
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}
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void SP_target_delay( gentity_t *ent )
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{
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// check delay for backwards compatability
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if ( !G_SpawnFloat( "delay", "0", &ent->wait ) )
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{
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G_SpawnFloat( "wait", "1", &ent->wait );
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}
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if ( !ent->wait )
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{
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ent->wait = 1;
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}
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ent->e_UseFunc = useF_Use_Target_Delay;
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}
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//==========================================================
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/*QUAKED target_score (1 0 0) (-8 -8 -8) (8 8 8)
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"count" number of points to add, default 1
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The activator is given this many points.
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*/
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void Use_Target_Score (gentity_t *ent, gentity_t *other, gentity_t *activator)
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{
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G_ActivateBehavior(ent,BSET_USE);
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AddScore( activator, ent->count );
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}
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void SP_target_score( gentity_t *ent ) {
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if ( !ent->count ) {
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ent->count = 1;
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}
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ent->e_UseFunc = useF_Use_Target_Score;
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}
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//==========================================================
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/*QUAKED target_print (1 0 0) (-8 -8 -8) (8 8 8)
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"message" text to print
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If "private", only the activator gets the message. If no checks, all clients get the message.
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*/
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void Use_Target_Print (gentity_t *ent, gentity_t *other, gentity_t *activator)
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{
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G_ActivateBehavior(ent,BSET_USE);
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if ( activator->client ) {
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gi.SendServerCommand( activator-g_entities, "cp \"%s\"", ent->message );
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}
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}
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void SP_target_print( gentity_t *ent ) {
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ent->e_UseFunc = useF_Use_Target_Print;
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}
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//==========================================================
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/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off global activator
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"noise" wav file to play
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"sounds" va() min max, so if your sound string is borgtalk%d.wav, and you set a "sounds" value of 4, it will randomly play borgtalk1.wav - borgtalk4.wav when triggered
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to use this, you must store the wav name in "soundGroup", NOT "noise"
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A global sound will play full volume throughout the level.
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Activator sounds will play on the player that activated the target.
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Global and activator sounds can't be combined with looping.
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Normal sounds play each time the target is used.
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Looped sounds will be toggled by use functions.
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Multiple identical looping sounds will just increase volume without any speed cost.
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"wait" : Seconds between triggerings, 0 = don't auto trigger
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"random" wait variance, default is 0
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*/
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void Use_Target_Speaker (gentity_t *ent, gentity_t *other, gentity_t *activator) {
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if(ent->painDebounceTime > level.time)
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{
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return;
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}
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G_ActivateBehavior(ent,BSET_USE);
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if ( ent->sounds )
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{
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ent->noise_index = G_SoundIndex( va( ent->paintarget, Q_irand(1, ent->sounds ) ) );
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}
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if (ent->spawnflags & 3) { // looping sound toggles
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gentity_t *looper = ent;
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if ( ent->spawnflags & 8 ) {
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looper = activator;
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}
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if (looper->s.loopSound)
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looper->s.loopSound = 0; // turn it off
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else
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looper->s.loopSound = ent->noise_index; // start it
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}else { // normal sound
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if ( ent->spawnflags & 8 ) {
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G_AddEvent( activator, EV_GENERAL_SOUND, ent->noise_index );
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} else if (ent->spawnflags & 4) {
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G_AddEvent( ent, EV_GLOBAL_SOUND, ent->noise_index );
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} else {
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G_AddEvent( ent, EV_GENERAL_SOUND, ent->noise_index );
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}
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}
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if(ent->wait < 0)
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{//BYE!
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ent->e_UseFunc = useF_NULL;
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}
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else
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{
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ent->painDebounceTime = level.time + ent->wait;
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}
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}
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void SP_target_speaker( gentity_t *ent ) {
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char buffer[MAX_QPATH];
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char *s;
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int i;
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if ( VALIDSTRING( ent->soundSet ) )
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{
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VectorCopy( ent->s.origin, ent->s.pos.trBase );
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gi.linkentity (ent);
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return;
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}
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G_SpawnFloat( "wait", "0", &ent->wait );
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G_SpawnFloat( "random", "0", &ent->random );
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if(!ent->sounds)
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{
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if ( !G_SpawnString( "noise", "*NOSOUND*", &s ) ) {
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G_Error( "target_speaker without a noise key at %s", vtos( ent->s.origin ) );
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}
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Q_strncpyz( buffer, s, sizeof(buffer) );
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COM_DefaultExtension( buffer, sizeof(buffer), ".wav");
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ent->noise_index = G_SoundIndex(buffer);
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}
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else
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{//Precache all possible sounds
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for( i = 0; i < ent->sounds; i++ )
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{
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ent->noise_index = G_SoundIndex( va( ent->paintarget, i+1 ) );
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}
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}
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// a repeating speaker can be done completely client side
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ent->s.eType = ET_SPEAKER;
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ent->s.eventParm = ent->noise_index;
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ent->s.frame = ent->wait * 10;
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ent->s.clientNum = ent->random * 10;
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ent->wait *= 1000;
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// check for prestarted looping sound
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if ( ent->spawnflags & 1 ) {
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ent->s.loopSound = ent->noise_index;
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}
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ent->e_UseFunc = useF_Use_Target_Speaker;
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if (ent->spawnflags & 4) {
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ent->svFlags |= SVF_BROADCAST;
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}
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VectorCopy( ent->s.origin, ent->s.pos.trBase );
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// must link the entity so we get areas and clusters so
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// the server can determine who to send updates to
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gi.linkentity (ent);
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}
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//==========================================================
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/*QUAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON
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When triggered, fires a laser. You can either set a target or a direction.
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*/
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void target_laser_think (gentity_t *self) {
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vec3_t end;
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trace_t tr;
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vec3_t point;
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// if pointed at another entity, set movedir to point at it
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if ( self->enemy ) {
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VectorMA (self->enemy->s.origin, 0.5, self->enemy->mins, point);
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VectorMA (point, 0.5, self->enemy->maxs, point);
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VectorSubtract (point, self->s.origin, self->movedir);
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VectorNormalize (self->movedir);
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}
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// fire forward and see what we hit
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VectorMA (self->s.origin, 2048, self->movedir, end);
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gi.trace( &tr, self->s.origin, NULL, NULL, end, self->s.number, CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_CORPSE);
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if ( tr.entityNum ) {
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// hurt it if we can
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G_Damage ( &g_entities[tr.entityNum], self, self->activator, self->movedir,
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tr.endpos, self->damage, DAMAGE_NO_KNOCKBACK, MOD_ENERGY );
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}
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VectorCopy (tr.endpos, self->s.origin2);
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gi.linkentity( self );
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self->nextthink = level.time + FRAMETIME;
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}
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void target_laser_on (gentity_t *self)
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{
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if (!self->activator)
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self->activator = self;
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target_laser_think (self);
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}
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void target_laser_off (gentity_t *self)
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{
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gi.unlinkentity( self );
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self->nextthink = 0;
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}
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void target_laser_use (gentity_t *self, gentity_t *other, gentity_t *activator)
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{
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G_ActivateBehavior(self,BSET_USE);
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self->activator = activator;
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if ( self->nextthink > 0 )
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target_laser_off (self);
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else
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target_laser_on (self);
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}
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void target_laser_start (gentity_t *self)
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{
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gentity_t *ent;
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self->s.eType = ET_BEAM;
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if (self->target) {
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ent = G_Find (NULL, FOFS(targetname), self->target);
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if (!ent) {
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gi.Printf ("%s at %s: %s is a bad target\n", self->classname, vtos(self->s.origin), self->target);
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}
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G_SetEnemy( self, ent );
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} else {
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G_SetMovedir (self->s.angles, self->movedir);
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}
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self->e_UseFunc = useF_target_laser_use;
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self->e_ThinkFunc = thinkF_target_laser_think;
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if ( !self->damage ) {
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self->damage = 1;
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}
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if (self->spawnflags & 1)
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target_laser_on (self);
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else
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target_laser_off (self);
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}
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void SP_target_laser (gentity_t *self)
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{
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// let everything else get spawned before we start firing
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self->e_ThinkFunc = thinkF_target_laser_start;
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self->nextthink = level.time + START_TIME_LINK_ENTS;
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}
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//==========================================================
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void target_teleporter_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
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gentity_t *dest;
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if (!activator->client)
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return;
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G_ActivateBehavior(self,BSET_USE);
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dest = G_PickTarget( self->target );
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if (!dest) {
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gi.Printf ("Couldn't find teleporter destination\n");
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return;
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}
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TeleportPlayer( activator, dest->s.origin, dest->s.angles );
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}
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/*QUAK-ED target_teleporter (1 0 0) (-8 -8 -8) (8 8 8)
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The activator will be teleported away.
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*/
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void SP_target_teleporter( gentity_t *self ) {
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if (!self->targetname)
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gi.Printf("untargeted %s at %s\n", self->classname, vtos(self->s.origin));
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self->e_UseFunc = useF_target_teleporter_use;
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}
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//==========================================================
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/*QUAKED target_relay (.5 .5 .5) (-8 -8 -8) (8 8 8) RED_ONLY BLUE_ONLY RANDOM x x x x INACTIVE
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This doesn't perform any actions except fire its targets.
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The activator can be forced to be from a certain team.
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if RANDOM is checked, only one of the targets will be fired, not all of them
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INACTIVE Can't be used until activated
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"delay" - Will actually fire this many seconds after being used
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"wait" - Cannot be fired again until this many seconds after the last time it was used
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*/
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void target_relay_use_go (gentity_t *self )
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{
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G_ActivateBehavior( self, BSET_USE );
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if ( self->spawnflags & 4 )
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{
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gentity_t *ent;
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ent = G_PickTarget( self->target );
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if ( ent && (ent->e_UseFunc != useF_NULL) )
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{ // e_UseFunc check can be omitted
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GEntity_UseFunc( ent, self, self->activator );
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}
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return;
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}
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G_UseTargets( self, self->activator );
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}
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void target_relay_use (gentity_t *self, gentity_t *other, gentity_t *activator)
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{
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if ( ( self->spawnflags & 1 ) && activator->client )
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{//&& activator->client->ps.persistant[PERS_TEAM] != TEAM_RED ) {
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return;
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}
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if ( ( self->spawnflags & 2 ) && activator->client )
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{//&& activator->client->ps.persistant[PERS_TEAM] != TEAM_BLUE ) {
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return;
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}
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if ( self->svFlags & SVF_INACTIVE )
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{//set by target_deactivate
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return;
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}
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if ( self->painDebounceTime > level.time )
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{
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return;
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}
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G_SetEnemy( self, other );
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self->activator = activator;
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if ( self->delay )
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{
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self->e_ThinkFunc = thinkF_target_relay_use_go;
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self->nextthink = level.time + self->delay;
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return;
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}
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target_relay_use_go( self );
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if ( self->wait < 0 )
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{
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self->e_UseFunc = useF_NULL;
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}
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else
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{
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self->painDebounceTime = level.time + self->wait;
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||
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}
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||
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}
|
||
|
|
||
|
void SP_target_relay (gentity_t *self)
|
||
|
{
|
||
|
self->e_UseFunc = useF_target_relay_use;
|
||
|
self->wait *= 1000;
|
||
|
self->delay *= 1000;
|
||
|
if ( self->spawnflags&128 )
|
||
|
{
|
||
|
self->svFlags |= SVF_INACTIVE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//==========================================================
|
||
|
|
||
|
/*QUAKED target_kill (.5 .5 .5) (-8 -8 -8) (8 8 8) FALLING ELECTRICAL
|
||
|
Kills the activator.
|
||
|
*/
|
||
|
void target_kill_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
|
||
|
|
||
|
G_ActivateBehavior(self,BSET_USE);
|
||
|
|
||
|
if ( self->spawnflags & 1 )
|
||
|
{//falling death
|
||
|
G_Damage ( activator, NULL, NULL, NULL, NULL, 100000, DAMAGE_NO_PROTECTION, MOD_FALLING );
|
||
|
if ( !activator->s.number && activator->health <= 0 && 1 )
|
||
|
{
|
||
|
extern void CGCam_Fade( vec4_t source, vec4_t dest, float duration );
|
||
|
float src[4] = {0,0,0,0},dst[4]={0,0,0,1};
|
||
|
CGCam_Fade( src, dst, 10000 );
|
||
|
}
|
||
|
}
|
||
|
else if ( self->spawnflags & 2 ) // electrical
|
||
|
{
|
||
|
G_Damage ( activator, NULL, NULL, NULL, NULL, 100000, DAMAGE_NO_PROTECTION, MOD_ELECTROCUTE );
|
||
|
|
||
|
if ( activator->client )
|
||
|
{
|
||
|
activator->s.powerups |= ( 1 << PW_SHOCKED );
|
||
|
activator->client->ps.powerups[PW_SHOCKED] = level.time + 4000;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
G_Damage ( activator, NULL, NULL, NULL, NULL, 100000, DAMAGE_NO_PROTECTION, MOD_UNKNOWN);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void SP_target_kill( gentity_t *self )
|
||
|
{
|
||
|
self->e_UseFunc = useF_target_kill_use;
|
||
|
}
|
||
|
|
||
|
/*QUAKED target_position (0 0.5 0) (-4 -4 -4) (4 4 4)
|
||
|
Used as a positional target for in-game calculation, like jumppad targets.
|
||
|
info_notnull does the same thing
|
||
|
*/
|
||
|
void SP_target_position( gentity_t *self ){
|
||
|
G_SetOrigin( self, self->s.origin );
|
||
|
}
|
||
|
|
||
|
//static -slc
|
||
|
void target_location_linkup(gentity_t *ent)
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
if (level.locationLinked)
|
||
|
return;
|
||
|
|
||
|
level.locationLinked = qtrue;
|
||
|
|
||
|
level.locationHead = NULL;
|
||
|
|
||
|
for (i = 0, ent = g_entities; i < globals.num_entities; i++, ent++) {
|
||
|
if (ent->classname && !Q_stricmp(ent->classname, "target_location")) {
|
||
|
ent->nextTrain = level.locationHead;
|
||
|
level.locationHead = ent;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// All linked together now
|
||
|
}
|
||
|
|
||
|
/*QUAKED target_location (0 0.5 0) (-8 -8 -8) (8 8 8)
|
||
|
Set "message" to the name of this location.
|
||
|
Set "count" to 0-7 for color.
|
||
|
0:white 1:red 2:green 3:yellow 4:blue 5:cyan 6:magenta 7:white
|
||
|
|
||
|
Closest target_location in sight used for the location, if none
|
||
|
in site, closest in distance
|
||
|
*/
|
||
|
void SP_target_location( gentity_t *self ){
|
||
|
self->e_ThinkFunc = thinkF_target_location_linkup;
|
||
|
self->nextthink = level.time + 1000; // Let them all spawn first
|
||
|
|
||
|
G_SetOrigin( self, self->s.origin );
|
||
|
}
|
||
|
|
||
|
//===NEW===================================================================
|
||
|
|
||
|
/*QUAKED target_counter (1.0 0 0) (-4 -4 -4) (4 4 4) x x x x x x x INACTIVE
|
||
|
Acts as an intermediary for an action that takes multiple inputs.
|
||
|
|
||
|
INACTIVE cannot be used until used by a target_activate
|
||
|
|
||
|
target2 - what the counter should fire each time it's incremented and does NOT reach it's count
|
||
|
|
||
|
After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
|
||
|
|
||
|
bounceCount - number of times the counter should reset to it's full count when it's done
|
||
|
*/
|
||
|
|
||
|
void target_counter_use( gentity_t *self, gentity_t *other, gentity_t *activator )
|
||
|
{
|
||
|
if ( self->count == 0 )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//gi.Printf("target_counter %s used by %s, entnum %d\n", self->targetname, activator->targetname, activator->s.number );
|
||
|
self->count--;
|
||
|
|
||
|
if ( activator )
|
||
|
{
|
||
|
Quake3Game()->DebugPrint( IGameInterface::WL_VERBOSE, "target_counter %s used by %s (%d/%d)\n", self->targetname, activator->targetname, (self->max_health-self->count), self->max_health );
|
||
|
}
|
||
|
|
||
|
if ( self->count )
|
||
|
{
|
||
|
if ( self->target2 )
|
||
|
{
|
||
|
//gi.Printf("target_counter %s firing target2 from %s, entnum %d\n", self->targetname, activator->targetname, activator->s.number );
|
||
|
G_UseTargets2( self, activator, self->target2 );
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
G_ActivateBehavior( self,BSET_USE );
|
||
|
|
||
|
if ( self->spawnflags & 128 )
|
||
|
{
|
||
|
self->svFlags |= SVF_INACTIVE;
|
||
|
}
|
||
|
|
||
|
self->activator = activator;
|
||
|
G_UseTargets( self, activator );
|
||
|
|
||
|
if ( self->count == 0 )
|
||
|
{
|
||
|
if ( self->bounceCount == 0 )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
self->count = self->max_health;
|
||
|
if ( self->bounceCount > 0 )
|
||
|
{//-1 means bounce back forever
|
||
|
self->bounceCount--;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void SP_target_counter (gentity_t *self)
|
||
|
{
|
||
|
self->wait = -1;
|
||
|
if (!self->count)
|
||
|
{
|
||
|
self->count = 2;
|
||
|
}
|
||
|
//if ( self->bounceCount > 0 )//let's always set this anyway
|
||
|
{//we will reset when we use up our count, remember our initial count
|
||
|
self->max_health = self->count;
|
||
|
}
|
||
|
|
||
|
self->e_UseFunc = useF_target_counter_use;
|
||
|
}
|
||
|
|
||
|
/*QUAKED target_random (.5 .5 .5) (-4 -4 -4) (4 4 4) USEONCE
|
||
|
Randomly fires off only one of it's targets each time used
|
||
|
|
||
|
USEONCE set to never fire again
|
||
|
*/
|
||
|
|
||
|
void target_random_use(gentity_t *self, gentity_t *other, gentity_t *activator)
|
||
|
{
|
||
|
int t_count = 0, pick;
|
||
|
gentity_t *t = NULL;
|
||
|
|
||
|
//gi.Printf("target_random %s used by %s (entnum %d)\n", self->targetname, activator->targetname, activator->s.number );
|
||
|
G_ActivateBehavior(self,BSET_USE);
|
||
|
|
||
|
if(self->spawnflags & 1)
|
||
|
{
|
||
|
self->e_UseFunc = useF_NULL;
|
||
|
}
|
||
|
|
||
|
while ( (t = G_Find (t, FOFS(targetname), self->target)) != NULL )
|
||
|
{
|
||
|
if (t != self)
|
||
|
{
|
||
|
t_count++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if(!t_count)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(t_count == 1)
|
||
|
{
|
||
|
G_UseTargets (self, activator);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//FIXME: need a seed
|
||
|
pick = Q_irand(1, t_count);
|
||
|
t_count = 0;
|
||
|
while ( (t = G_Find (t, FOFS(targetname), self->target)) != NULL )
|
||
|
{
|
||
|
if (t != self)
|
||
|
{
|
||
|
t_count++;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if (t == self)
|
||
|
{
|
||
|
// gi.Printf ("WARNING: Entity used itself.\n");
|
||
|
}
|
||
|
else if(t_count == pick)
|
||
|
{
|
||
|
if (t->e_UseFunc != useF_NULL) // check can be omitted
|
||
|
{
|
||
|
GEntity_UseFunc(t, self, activator);
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (!self->inuse)
|
||
|
{
|
||
|
gi.Printf("entity was removed while using targets\n");
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void SP_target_random (gentity_t *self)
|
||
|
{
|
||
|
self->e_UseFunc = useF_target_random_use;
|
||
|
}
|
||
|
|
||
|
int numNewICARUSEnts = 0;
|
||
|
void scriptrunner_run (gentity_t *self)
|
||
|
{
|
||
|
/*
|
||
|
if (self->behaviorSet[BSET_USE])
|
||
|
{
|
||
|
char newname[MAX_FILENAME_LENGTH];
|
||
|
|
||
|
sprintf((char *) &newname, "%s/%s", Q3_SCRIPT_DIR, self->behaviorSet[BSET_USE] );
|
||
|
|
||
|
ICARUS_RunScript( self, newname );
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
if ( self->count != -1 )
|
||
|
{
|
||
|
if ( self->count <= 0 )
|
||
|
{
|
||
|
self->e_UseFunc = useF_NULL;
|
||
|
self->behaviorSet[BSET_USE] = NULL;
|
||
|
return;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
--self->count;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (self->behaviorSet[BSET_USE])
|
||
|
{
|
||
|
if ( self->spawnflags & 1 )
|
||
|
{
|
||
|
if ( !self->activator )
|
||
|
{
|
||
|
Quake3Game()->DebugPrint( IGameInterface::WL_ERROR, "target_scriptrunner tried to run on invalid entity!\n");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( self->activator->m_iIcarusID == IIcarusInterface::ICARUS_INVALID )
|
||
|
{//Need to be initialized through ICARUS
|
||
|
if ( !self->activator->script_targetname || !self->activator->script_targetname[0] )
|
||
|
{
|
||
|
//We don't have a script_targetname, so create a new one
|
||
|
self->activator->script_targetname = va( "newICARUSEnt%d", numNewICARUSEnts++ );
|
||
|
}
|
||
|
|
||
|
if ( Quake3Game()->ValidEntity( self->activator ) )
|
||
|
{
|
||
|
Quake3Game()->InitEntity( self->activator );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Quake3Game()->DebugPrint( IGameInterface::WL_ERROR, "target_scriptrunner tried to run on invalid ICARUS activator!\n");
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Quake3Game()->DebugPrint( IGameInterface::WL_VERBOSE, "target_scriptrunner running %s on activator %s\n", self->behaviorSet[BSET_USE], self->activator->targetname );
|
||
|
|
||
|
Quake3Game()->RunScript( self->activator, self->behaviorSet[BSET_USE] );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( self->activator )
|
||
|
{
|
||
|
Quake3Game()->DebugPrint( IGameInterface::WL_VERBOSE, "target_scriptrunner %s used by %s\n", self->targetname, self->activator->targetname );
|
||
|
}
|
||
|
G_ActivateBehavior( self, BSET_USE );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( self->wait )
|
||
|
{
|
||
|
self->nextthink = level.time + self->wait;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void target_scriptrunner_use(gentity_t *self, gentity_t *other, gentity_t *activator)
|
||
|
{
|
||
|
if ( self->nextthink > level.time )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
self->activator = activator;
|
||
|
G_SetEnemy( self, other );
|
||
|
if ( self->delay )
|
||
|
{//delay before firing scriptrunner
|
||
|
self->e_ThinkFunc = thinkF_scriptrunner_run;
|
||
|
self->nextthink = level.time + self->delay;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
scriptrunner_run (self);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*QUAKED target_scriptrunner (1 0 0) (-4 -4 -4) (4 4 4) runonactivator x x x x x x INACTIVE
|
||
|
--- SPAWNFLAGS ---
|
||
|
runonactivator - Will run the script on the entity that used this or tripped the trigger that used this
|
||
|
INACTIVE - start off
|
||
|
|
||
|
----- KEYS ------
|
||
|
Usescript - Script to run when used
|
||
|
count - how many times to run, -1 = infinite. Default is once
|
||
|
wait - can't be used again in this amount of seconds (Default is 1 second if it's multiple-use)
|
||
|
delay - how long to wait after use to run script
|
||
|
|
||
|
*/
|
||
|
void SP_target_scriptrunner( gentity_t *self )
|
||
|
{
|
||
|
if (!self->behaviorSet[BSET_USE])
|
||
|
{
|
||
|
gi.Printf(S_COLOR_RED "SP_target_scriptrunner %s has no USESCRIPT\n", self->targetname );
|
||
|
}
|
||
|
if ( self->spawnflags & 128 )
|
||
|
{
|
||
|
self->svFlags |= SVF_INACTIVE;
|
||
|
}
|
||
|
|
||
|
if ( !self->count )
|
||
|
{
|
||
|
self->count = 1;//default 1 use only
|
||
|
}
|
||
|
/*
|
||
|
else if ( !self->wait )
|
||
|
{
|
||
|
self->wait = 1;//default wait of 1 sec
|
||
|
}
|
||
|
*/
|
||
|
// FIXME: this is a hack... because delay is read in as an int, so I'm bypassing that because it's too late in the project to change it and I want to be able to set less than a second delays
|
||
|
// no one should be setting a radius on a scriptrunner, if they are this would be bad, take this out for the next project
|
||
|
self->radius = 0.0f;
|
||
|
G_SpawnFloat( "delay", "0", &self->radius );
|
||
|
self->delay = self->radius * 1000;//sec to ms
|
||
|
self->wait *= 1000;//sec to ms
|
||
|
|
||
|
G_SetOrigin( self, self->s.origin );
|
||
|
self->e_UseFunc = useF_target_scriptrunner_use;
|
||
|
}
|
||
|
|
||
|
void target_gravity_change_use(gentity_t *self, gentity_t *other, gentity_t *activator)
|
||
|
{
|
||
|
G_ActivateBehavior(self,BSET_USE);
|
||
|
|
||
|
if ( self->spawnflags & 1 )
|
||
|
{
|
||
|
gi.cvar_set("g_gravity", va("%f", self->speed));
|
||
|
}
|
||
|
else if ( activator->client )
|
||
|
{
|
||
|
int grav = floor(self->speed);
|
||
|
/*
|
||
|
if ( activator->client->ps.gravity != grav )
|
||
|
{
|
||
|
gi.Printf("%s gravity changed to %d\n", activator->targetname, grav );
|
||
|
}
|
||
|
*/
|
||
|
activator->client->ps.gravity = grav;
|
||
|
activator->svFlags |= SVF_CUSTOM_GRAVITY;
|
||
|
//FIXME: need a way to set this back to normal?
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*QUAKED target_gravity_change (1 0 0) (-4 -4 -4) (4 4 4) GLOBAL
|
||
|
|
||
|
"gravity" - Normal = 800, Valid range: any
|
||
|
|
||
|
GLOBAL - Apply to entire world, not just the activator
|
||
|
*/
|
||
|
void SP_target_gravity_change( gentity_t *self )
|
||
|
{
|
||
|
G_SetOrigin( self, self->s.origin );
|
||
|
G_SpawnFloat( "gravity", "0", &self->speed );
|
||
|
self->e_UseFunc = useF_target_gravity_change_use;
|
||
|
}
|
||
|
|
||
|
void target_friction_change_use(gentity_t *self, gentity_t *other, gentity_t *activator)
|
||
|
{
|
||
|
G_ActivateBehavior(self,BSET_USE);
|
||
|
|
||
|
if(self->spawnflags & 1)
|
||
|
{//FIXME - make a global?
|
||
|
//gi.Cvar_Set("g_friction", va("%d", self->health));
|
||
|
}
|
||
|
else if(activator->client)
|
||
|
{
|
||
|
activator->client->ps.friction = self->health;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*QUAKED target_friction_change (1 0 0) (-4 -4 -4) (4 4 4)
|
||
|
|
||
|
"friction" Normal = 6, Valid range 0 - 10
|
||
|
|
||
|
*/
|
||
|
void SP_target_friction_change( gentity_t *self )
|
||
|
{
|
||
|
G_SetOrigin( self, self->s.origin );
|
||
|
self->e_UseFunc = useF_target_friction_change_use;
|
||
|
}
|
||
|
|
||
|
void set_mission_stats_cvars( void )
|
||
|
{
|
||
|
char text[1024]={0};
|
||
|
|
||
|
//we'll assume that the activator is the player
|
||
|
gclient_t* const client = &level.clients[0];
|
||
|
|
||
|
if (!client)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
cg_entities[0].gent->client->sess.missionStats.enemiesKilled;
|
||
|
|
||
|
gi.cvar_set("ui_stats_enemieskilled", va("%d",client->sess.missionStats.enemiesKilled)); //pass this on to the menu
|
||
|
|
||
|
if (cg_entities[0].gent->client->sess.missionStats.totalSecrets)
|
||
|
{
|
||
|
cgi_SP_GetStringTextString( "SP_INGAME_SECRETAREAS_OF", text, sizeof(text) );
|
||
|
gi.cvar_set("ui_stats_secretsfound", va("%d %s %d",
|
||
|
cg_entities[0].gent->client->sess.missionStats.secretsFound,
|
||
|
text,
|
||
|
cg_entities[0].gent->client->sess.missionStats.totalSecrets));
|
||
|
}
|
||
|
else // Setting ui_stats_secretsfound to 0 will hide the text on screen
|
||
|
{
|
||
|
gi.cvar_set("ui_stats_secretsfound", "0");
|
||
|
}
|
||
|
|
||
|
// Find the favorite weapon
|
||
|
int wpn=0,i;
|
||
|
int max_wpn = cg_entities[0].gent->client->sess.missionStats.weaponUsed[0];
|
||
|
for (i = 1; i<WP_NUM_WEAPONS; i++)
|
||
|
{
|
||
|
if (cg_entities[0].gent->client->sess.missionStats.weaponUsed[i] > max_wpn)
|
||
|
{
|
||
|
max_wpn = cg_entities[0].gent->client->sess.missionStats.weaponUsed[i];
|
||
|
wpn = i;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( wpn )
|
||
|
{
|
||
|
gitem_t *wItem= FindItemForWeapon( (weapon_t)wpn);
|
||
|
cgi_SP_GetStringTextString( va("SP_INGAME_%s",wItem->classname ), text, sizeof( text ));
|
||
|
gi.cvar_set("ui_stats_fave", va("%s",text)); //pass this on to the menu
|
||
|
}
|
||
|
|
||
|
gi.cvar_set("ui_stats_shots", va("%d",client->sess.missionStats.shotsFired)); //pass this on to the menu
|
||
|
|
||
|
gi.cvar_set("ui_stats_hits", va("%d",client->sess.missionStats.hits)); //pass this on to the menu
|
||
|
|
||
|
const float percent = cg_entities[0].gent->client->sess.missionStats.shotsFired? 100.0f * (float)cg_entities[0].gent->client->sess.missionStats.hits / cg_entities[0].gent->client->sess.missionStats.shotsFired : 0;
|
||
|
gi.cvar_set("ui_stats_accuracy", va("%.2f%%",percent)); //pass this on to the menu
|
||
|
|
||
|
gi.cvar_set("ui_stats_thrown", va("%d",client->sess.missionStats.saberThrownCnt)); //pass this on to the menu
|
||
|
|
||
|
gi.cvar_set("ui_stats_blocks", va("%d",client->sess.missionStats.saberBlocksCnt));
|
||
|
gi.cvar_set("ui_stats_legattacks", va("%d",client->sess.missionStats.legAttacksCnt));
|
||
|
gi.cvar_set("ui_stats_armattacks", va("%d",client->sess.missionStats.armAttacksCnt));
|
||
|
gi.cvar_set("ui_stats_bodyattacks", va("%d",client->sess.missionStats.torsoAttacksCnt));
|
||
|
|
||
|
gi.cvar_set("ui_stats_absorb", va("%d",client->sess.missionStats.forceUsed[FP_ABSORB]));
|
||
|
gi.cvar_set("ui_stats_heal", va("%d",client->sess.missionStats.forceUsed[FP_HEAL]));
|
||
|
gi.cvar_set("ui_stats_mindtrick", va("%d",client->sess.missionStats.forceUsed[FP_TELEPATHY]));
|
||
|
gi.cvar_set("ui_stats_protect", va("%d",client->sess.missionStats.forceUsed[FP_PROTECT]));
|
||
|
|
||
|
gi.cvar_set("ui_stats_jump", va("%d",client->sess.missionStats.forceUsed[FP_LEVITATION]));
|
||
|
gi.cvar_set("ui_stats_pull", va("%d",client->sess.missionStats.forceUsed[FP_PULL]));
|
||
|
gi.cvar_set("ui_stats_push", va("%d",client->sess.missionStats.forceUsed[FP_PUSH]));
|
||
|
gi.cvar_set("ui_stats_sense", va("%d",client->sess.missionStats.forceUsed[FP_SEE]));
|
||
|
gi.cvar_set("ui_stats_speed", va("%d",client->sess.missionStats.forceUsed[FP_SPEED]));
|
||
|
gi.cvar_set("ui_stats_defense", va("%d",client->sess.missionStats.forceUsed[FP_SABER_DEFENSE]));
|
||
|
gi.cvar_set("ui_stats_offense", va("%d",client->sess.missionStats.forceUsed[FP_SABER_OFFENSE]));
|
||
|
gi.cvar_set("ui_stats_throw", va("%d",client->sess.missionStats.forceUsed[FP_SABERTHROW]));
|
||
|
|
||
|
gi.cvar_set("ui_stats_drain", va("%d",client->sess.missionStats.forceUsed[FP_DRAIN]));
|
||
|
gi.cvar_set("ui_stats_grip", va("%d",client->sess.missionStats.forceUsed[FP_GRIP]));
|
||
|
gi.cvar_set("ui_stats_lightning", va("%d",client->sess.missionStats.forceUsed[FP_LIGHTNING]));
|
||
|
gi.cvar_set("ui_stats_rage", va("%d",client->sess.missionStats.forceUsed[FP_RAGE]));
|
||
|
|
||
|
}
|
||
|
|
||
|
#include "..\cgame\cg_media.h" //access to cgs
|
||
|
extern void G_ChangeMap (const char *mapname, const char *spawntarget, qboolean hub); //g_utils
|
||
|
void target_level_change_use(gentity_t *self, gentity_t *other, gentity_t *activator)
|
||
|
{
|
||
|
G_ActivateBehavior(self,BSET_USE);
|
||
|
|
||
|
if( self->message && !Q_stricmp( "disconnect", self->message ) )
|
||
|
{
|
||
|
gi.SendConsoleCommand( "disconnect\n");
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
G_ChangeMap( self->message, self->target, (self->spawnflags&1) );
|
||
|
}
|
||
|
if (self->count>=0)
|
||
|
{
|
||
|
gi.cvar_set("tier_storyinfo", va("%i",self->count));
|
||
|
if (level.mapname[0] == 't' && level.mapname[2] == '_'
|
||
|
&& ( level.mapname[1] == '1' || level.mapname[1] == '2' || level.mapname[1] == '3' )
|
||
|
)
|
||
|
{
|
||
|
char s[2048];
|
||
|
gi.Cvar_VariableStringBuffer("tiers_complete", s, sizeof(s)); //get the current list
|
||
|
if (*s)
|
||
|
{
|
||
|
gi.cvar_set("tiers_complete", va("%s %s", s, level.mapname)); //strcat this level into the existing list
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
gi.cvar_set("tiers_complete", level.mapname); //set this level into the list
|
||
|
}
|
||
|
}
|
||
|
if (self->noise_index)
|
||
|
{
|
||
|
cgi_S_StopSounds();
|
||
|
cgi_S_StartSound( NULL, 0, CHAN_VOICE, cgs.sound_precache[ self->noise_index ] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
set_mission_stats_cvars();
|
||
|
|
||
|
}
|
||
|
|
||
|
/*QUAKED target_level_change (1 0 0) (-4 -4 -4) (4 4 4) HUB NO_STORYSOUND
|
||
|
HUB - Will save the current map's status and load the next map with any saved status it may have
|
||
|
NO_STORYSOUND - will not play storyinfo wav file, even if you '++' or set tier_storyinfo
|
||
|
|
||
|
"mapname" - Name of map to change to or "+menuname" to launch a menu instead
|
||
|
"target" - Name of spawnpoint to start at in the new map
|
||
|
"tier_storyinfo" - integer to set cvar or "++" to just increment
|
||
|
"storyhead" - which head to show on menu [luke, kyle, or prot]
|
||
|
"saber_menu" - integer to set cvar for menu
|
||
|
"weapon_menu" - integer to set cvar for ingame weapon menu
|
||
|
*/
|
||
|
void SP_target_level_change( gentity_t *self )
|
||
|
{
|
||
|
if ( !self->message )
|
||
|
{
|
||
|
G_Error( "target_level_change with no mapname!\n");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
char *s;
|
||
|
if (G_SpawnString( "tier_storyinfo", "", &s ))
|
||
|
{
|
||
|
if (*s == '+')
|
||
|
{
|
||
|
self->noise_index = G_SoundIndex(va("sound/chars/tiervictory/%s.mp3",level.mapname) );
|
||
|
self->count = gi.Cvar_VariableIntegerValue("tier_storyinfo")+1;
|
||
|
G_SoundIndex(va("sound/chars/storyinfo/%d.mp3",self->count)); //cache for menu
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->count = atoi(s);
|
||
|
if( !(self->spawnflags & 2) )
|
||
|
{
|
||
|
self->noise_index = G_SoundIndex(va("sound/chars/storyinfo/%d.mp3",self->count) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (G_SpawnString( "storyhead", "", &s ))
|
||
|
{ //[luke, kyle, or prot]
|
||
|
gi.cvar_set("storyhead", s); //pass this on to the menu
|
||
|
}
|
||
|
else
|
||
|
{ //show head based on mapname
|
||
|
gi.cvar_set("storyhead", level.mapname); //pass this on to the menu
|
||
|
}
|
||
|
}
|
||
|
if (G_SpawnString( "saber_menu", "", &s ))
|
||
|
{
|
||
|
gi.cvar_set("saber_menu", s); //pass this on to the menu
|
||
|
}
|
||
|
|
||
|
if (G_SpawnString( "weapon_menu", "1", &s ))
|
||
|
{
|
||
|
gi.cvar_set("weapon_menu", s); //pass this on to the menu
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
gi.cvar_set("weapon_menu", "0"); //pass this on to the menu
|
||
|
}
|
||
|
|
||
|
G_SetOrigin( self, self->s.origin );
|
||
|
self->e_UseFunc = useF_target_level_change_use;
|
||
|
}
|
||
|
|
||
|
/*QUAKED target_change_parm (1 0 0) (-4 -4 -4) (4 4 4)
|
||
|
Copies any parms set on this ent to the entity that fired the trigger/button/whatever that uses this
|
||
|
parm1
|
||
|
parm2
|
||
|
parm3
|
||
|
parm4
|
||
|
parm5
|
||
|
parm6
|
||
|
parm7
|
||
|
parm8
|
||
|
parm9
|
||
|
parm10
|
||
|
parm11
|
||
|
parm12
|
||
|
parm13
|
||
|
parm14
|
||
|
parm15
|
||
|
parm16
|
||
|
*/
|
||
|
void Q3_SetParm (int entID, int parmNum, const char *parmValue);
|
||
|
void target_change_parm_use(gentity_t *self, gentity_t *other, gentity_t *activator)
|
||
|
{
|
||
|
if ( !activator || !self )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//FIXME: call capyparms
|
||
|
if ( self->parms )
|
||
|
{
|
||
|
for ( int parmNum = 0; parmNum < MAX_PARMS; parmNum++ )
|
||
|
{
|
||
|
if ( self->parms->parm[parmNum] && self->parms->parm[parmNum][0] )
|
||
|
{
|
||
|
Q3_SetParm( activator->s.number, parmNum, self->parms->parm[parmNum] );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void SP_target_change_parm( gentity_t *self )
|
||
|
{
|
||
|
if ( !self->parms )
|
||
|
{//ERROR!
|
||
|
return;
|
||
|
}
|
||
|
G_SetOrigin( self, self->s.origin );
|
||
|
self->e_UseFunc = useF_target_change_parm_use;
|
||
|
}
|
||
|
|
||
|
void target_play_music_use(gentity_t *self, gentity_t *other, gentity_t *activator)
|
||
|
{
|
||
|
G_ActivateBehavior(self,BSET_USE);
|
||
|
gi.SetConfigstring( CS_MUSIC, self->message );
|
||
|
}
|
||
|
|
||
|
/*QUAKED target_play_music (1 0 0) (-4 -4 -4) (4 4 4)
|
||
|
target_play_music
|
||
|
Plays the requested music files when this target is used.
|
||
|
|
||
|
"targetname"
|
||
|
"music" music WAV or MP3 file ( music/introfile.mp3 [optional] music/loopfile.mp3 )
|
||
|
|
||
|
If an intro file and loop file are specified, the intro plays first, then the looping
|
||
|
portion will start and loop indefinetly. If no introfile is entered, only the loopfile
|
||
|
will play.
|
||
|
*/
|
||
|
void SP_target_play_music( gentity_t *self )
|
||
|
{
|
||
|
char *s;
|
||
|
G_SetOrigin( self, self->s.origin );
|
||
|
if (!G_SpawnString( "music", "", &s )) {
|
||
|
G_Error( "target_play_music without a music key at %s", vtos( self->s.origin ) );
|
||
|
}
|
||
|
self->message = G_NewString (s);
|
||
|
self->e_UseFunc = useF_target_play_music_use;
|
||
|
extern cvar_t *com_buildScript;
|
||
|
//Precache!
|
||
|
if (com_buildScript->integer) {//copy this puppy over
|
||
|
char buffer[MAX_QPATH];
|
||
|
fileHandle_t hFile;
|
||
|
|
||
|
Q_strncpyz( buffer, s, sizeof(buffer) );
|
||
|
COM_DefaultExtension( buffer, sizeof(buffer), ".mp3");
|
||
|
|
||
|
gi.FS_FOpenFile(buffer, &hFile, FS_READ);
|
||
|
if (hFile) {
|
||
|
gi.FS_FCloseFile( hFile );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void target_autosave_use(gentity_t *self, gentity_t *other, gentity_t *activator)
|
||
|
{
|
||
|
G_ActivateBehavior(self,BSET_USE);
|
||
|
//gi.SendServerCommand( NULL, "cp @SP_INGAME_CHECKPOINT" );
|
||
|
CG_CenterPrint( "@SP_INGAME_CHECKPOINT", SCREEN_HEIGHT * 0.25 ); //jump the network
|
||
|
|
||
|
gi.SendConsoleCommand( "wait 2;save auto\n" );
|
||
|
}
|
||
|
|
||
|
/*QUAKED target_autosave (1 0 0) (-4 -4 -4) (4 4 4)
|
||
|
Auto save the game in two frames.
|
||
|
Make sure it won't trigger during dialogue or cinematic or it will stutter!
|
||
|
*/
|
||
|
void SP_target_autosave( gentity_t *self )
|
||
|
{
|
||
|
G_SetOrigin( self, self->s.origin );
|
||
|
self->e_UseFunc = useF_target_autosave_use;
|
||
|
}
|
||
|
|
||
|
void target_secret_use(gentity_t *self, gentity_t *other, gentity_t *activator)
|
||
|
{
|
||
|
//we'll assume that the activator is the player
|
||
|
gclient_t* const client = &level.clients[0];
|
||
|
client->sess.missionStats.secretsFound++;
|
||
|
if ( activator )
|
||
|
{
|
||
|
G_Sound( activator, self->noise_index );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
G_Sound( self, self->noise_index );
|
||
|
}
|
||
|
gi.SendServerCommand( NULL, "cp @SP_INGAME_SECRET_AREA" );
|
||
|
assert(client->sess.missionStats.totalSecrets);
|
||
|
}
|
||
|
|
||
|
/*QUAKED target_secret (1 0 1) (-4 -4 -4) (4 4 4)
|
||
|
You found a Secret!
|
||
|
"count" - how many secrets on this level,
|
||
|
if more than one on a level, be sure they all have the same count!
|
||
|
*/
|
||
|
void SP_target_secret( gentity_t *self )
|
||
|
{
|
||
|
G_SetOrigin( self, self->s.origin );
|
||
|
self->e_UseFunc = useF_target_secret_use;
|
||
|
self->noise_index = G_SoundIndex("sound/interface/secret_area");
|
||
|
if (self->count)
|
||
|
{
|
||
|
gi.cvar_set("newTotalSecrets", va("%i",self->count));
|
||
|
}
|
||
|
}
|