#include "g_local.h" extern void InitMover( gentity_t *ent ); extern gentity_t *G_TestEntityPosition( gentity_t *ent ); void func_usable_use (gentity_t *self, gentity_t *other, gentity_t *activator); void func_wait_return_solid( gentity_t *self ) { //once a frame, see if it's clear. self->clipmask = CONTENTS_BODY; if ( !(self->spawnflags&16) || G_TestEntityPosition( self ) == NULL ) { trap_SetBrushModel( self, self->model ); InitMover( self ); VectorCopy( self->s.origin, self->s.pos.trBase ); VectorCopy( self->s.origin, self->r.currentOrigin ); self->r.svFlags &= ~SVF_NOCLIENT; self->s.eFlags &= ~EF_NODRAW; self->use = func_usable_use; self->clipmask = 0; /* if ( self->s.eFlags & EF_ANIM_ONCE ) {//Start our anim self->s.frame = 0; } */ if ( !(self->spawnflags&1) ) {//START_OFF doesn't effect area portals trap_AdjustAreaPortalState( self, qfalse ); } } else { self->clipmask = 0; self->think = func_wait_return_solid; self->nextthink = level.time + FRAMETIME; } } void func_usable_think( gentity_t *self ) { if ( self->spawnflags & 8 ) { //self->r.svFlags |= SVF_PLAYER_USABLE; //Replace the usable flag self->use = func_usable_use; self->think = 0/*NULL*/; self->nextthink = -1; } } void func_usable_use (gentity_t *self, gentity_t *other, gentity_t *activator) {//Toggle on and off if ( self->spawnflags & 8 ) // fixme: uurrgh!!!! that's disgusting {//ALWAYS_ON //Remove the ability to use the entity directly //self->r.svFlags &= ~SVF_PLAYER_USABLE; //also remove ability to call any use func at all! self->use = 0/*NULL*/; if(self->target && self->target[0]) { G_UseTargets(self, activator); } if ( self->wait ) { self->think = func_usable_think; self->nextthink = level.time + ( self->wait * 1000 ); } return; } else if ( !self->count ) {//become solid again self->count = 1; func_wait_return_solid( self ); } else { self->s.solid = 0; self->r.contents = 0; self->clipmask = 0; self->r.svFlags |= SVF_NOCLIENT; self->s.eFlags |= EF_NODRAW; self->count = 0; if(self->target && self->target[0]) { G_UseTargets(self, activator); } self->think = 0/*NULL*/; self->nextthink = -1; if ( !(self->spawnflags&1) ) {//START_OFF doesn't effect area portals trap_AdjustAreaPortalState( self, qtrue ); } } } void func_usable_pain(gentity_t *self, gentity_t *attacker, int damage) { self->use( self, attacker, attacker ); } void func_usable_die(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod) { self->takedamage = qfalse; self->use( self, inflictor, attacker ); } /*QUAKED func_usable (0 .5 .8) ? STARTOFF AUTOANIM x ALWAYS_ON NOBLOCKCHECK x x x START_OFF - the wall will not be there AUTOANIM - If useing an md3, it will animate ALWAYS_ON - Doesn't toggle on and off when used, just fires target NOBLOCKCHECK - Will NOT turn on while something is inside it unless this is checked A bmodel that can be used directly by the player's "activate" button "targetname" - When used, will toggle on and off "target" Will fire this target every time it is toggled OFF "model2" .md3 model to also draw "color" constantLight color "light" constantLight radius "wait" amount of time before the object is usable again (only valid with ALWAYS_ON flag) "health" if it has health, it will be used whenever shot at/killed - if you want it to only be used once this way, set health to 1 "team" - This can only be used by this team (2 = blue, 1 = red) */ void SP_func_usable( gentity_t *self ) { trap_SetBrushModel( self, self->model ); InitMover( self ); VectorCopy( self->s.origin, self->s.pos.trBase ); VectorCopy( self->s.origin, self->r.currentOrigin ); self->count = 1; if (self->spawnflags & 1) { self->s.solid = 0; self->r.contents = 0; self->clipmask = 0; self->r.svFlags |= SVF_NOCLIENT; self->s.eFlags |= EF_NODRAW; self->count = 0; } if (self->spawnflags & 2) { self->s.eFlags |= EF_ANIM_ALLFAST; } /* if (self->spawnflags & 4) {//FIXME: need to be able to do change to something when it's done? Or not be usable until it's done? self->s.eFlags |= EF_ANIM_ONCE; } */ self->use = func_usable_use; if ( self->health ) { self->takedamage = qtrue; self->die = func_usable_die; self->pain = func_usable_pain; } trap_LinkEntity (self); }