stvoy-sp-sdk/game/g_fx.cpp

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2002-11-22 00:00:00 +00:00
// This file contains game side effects that the designers can place throughout the maps
#include "g_local.h"
#include "g_functions.h"
extern void G_SetEnemy( gentity_t *self, gentity_t *enemy );
/*QUAKED fx_spark (0 0 1) (-8 -8 -8) (8 8 8) STARTOFF
Emits sparks at the specified point in the specified direction
"targetname" - toggles on/off whenever used
"target" - ( optional ) direction to aim the sparks in, otherwise, uses the angles set in the editor.
"delay(2000)" - interal between events (randomly twice as long
*/
//------------------------------------------
void spark_think( gentity_t *ent )
{
G_AddEvent( ent, EV_FX_SPARK, 0 );
ent->nextthink = level.time + (ent->delay + (random() * ent->delay));
}
//------------------------------------------
void spark_use( gentity_t *self, gentity_t *other, gentity_t *activator)
{
if (self->behaviorSet[BSET_USE])
{
G_ActivateBehavior(self,BSET_USE);
}
if ( self->count )
{
self->e_ThinkFunc = thinkF_NULL;
self->soundSet = NULL;
}
else
{
self->e_ThinkFunc = thinkF_spark_think;
self->nextthink = level.time + 200;
}
self->count = !self->count;
}
//------------------------------------------
void spark_link( gentity_t *ent )
{
ent->count = !(ent->spawnflags & 1); //active flag
if (!ent->targetname || ent->count )
{
ent->e_ThinkFunc = thinkF_spark_think;
ent->nextthink = level.time + ent->delay*random(); //don't all go off at once
}
else
{
ent->e_ThinkFunc = thinkF_NULL;
ent->nextthink = -1;
}
if ( ent->target )
{
// try to use the target to orient me.
gentity_t *target = NULL;
vec3_t dir;
target = G_Find (target, FOFS(targetname), ent->target);
if (!target)
{
Com_Printf("spark_link: target specified but not found: %s\n", ent->target );
ent->e_ThinkFunc = thinkF_NULL;
ent->nextthink = -1;
return;
}
VectorSubtract( target->s.origin, ent->s.origin, dir );
VectorNormalize( dir );
vectoangles( dir, ent->currentAngles );
VectorCopy( ent->currentAngles, ent->s.angles );
VectorCopy( ent->currentAngles, ent->s.apos.trBase );
}
}
//------------------------------------------
void SP_fx_spark( gentity_t *ent )
{
if (ent->targetname)
{
ent->e_UseFunc = useF_spark_use;
}
if (!ent->delay)
{
ent->delay = 2000;
}
// Precaching sounds
G_SoundIndex("sound/ambience/spark1.wav");
G_SoundIndex("sound/ambience/spark2.wav");
G_SoundIndex("sound/ambience/spark3.wav");
G_SoundIndex("sound/ambience/spark4.wav");
G_SoundIndex("sound/ambience/spark5.wav");
G_SoundIndex("sound/ambience/spark6.wav");
VectorCopy( ent->s.origin, ent->s.pos.trBase );
// The thing that this is targetting may not be spawned in yet, so wait a bit to try and link to it
ent->e_ThinkFunc = thinkF_spark_link;
ent->nextthink = level.time + 500;
gi.linkentity( ent );
}
/*QUAKED fx_cooking_steam (0 0 1) (-8 -8 -8) (8 8 8) STARTOFF
Emits slowly moving steam puffs that rise up from the specified point
"targetname" - toggles effect on/off whenver used
"radius" - smoke puff size ( default 3.0 )
*/
//------------------------------------------
void cooking_steam_think( gentity_t *ent )
{
G_AddEvent( ent, EV_FX_COOKING_STEAM, 0 );
ent->nextthink = level.time + 100;
}
//------------------------------------------
void cooking_steam_use( gentity_t *self, gentity_t *other, gentity_t *activator)
{
if (self->behaviorSet[BSET_USE])
{
G_ActivateBehavior(self,BSET_USE);
}
if ( self->count )
{
self->e_ThinkFunc = thinkF_NULL;
}
else
{
self->e_ThinkFunc = thinkF_cooking_steam_think;
self->nextthink = level.time + 200;
}
self->count = !self->count;
}
//------------------------------------------
void SP_fx_cooking_steam( gentity_t *ent )
{
G_SpawnFloat( "radius", "3.0", &ent->radius );
gi.linkentity( ent );
if (ent->targetname)
{
ent->e_UseFunc = useF_cooking_steam_use;
}
ent->count = !(ent->spawnflags & 1);
if (!ent->targetname || !(ent->spawnflags & 1) )
{
ent->e_ThinkFunc = thinkF_cooking_steam_think;
ent->nextthink = level.time + 2000;
}
else
{
ent->e_ThinkFunc = thinkF_NULL;
ent->nextthink = -1;
}
VectorCopy( ent->s.origin, ent->s.pos.trBase );
}
/*QUAKED fx_elecfire (0 0 1) (-8 -8 -8) (8 8 8)
Emits sparks at the specified point in the specified direction
Spawns smoke puffs.
*/
//------------------------------------------
void electric_fire_think( gentity_t *ent )
{
G_AddEvent( ent, EV_FX_ELECFIRE, 0 );
ent->nextthink = level.time + (750 + (random() * 300));
}
//------------------------------------------
void SP_fx_electricfire( gentity_t *ent )
{
ent->e_ThinkFunc = thinkF_electric_fire_think;
ent->nextthink = level.time + 500;
VectorCopy( ent->s.origin, ent->s.pos.trBase );
// Precaching sounds
G_SoundIndex("sound/ambience/spark1.wav");
G_SoundIndex("sound/ambience/spark2.wav");
G_SoundIndex("sound/ambience/spark3.wav");
G_SoundIndex("sound/ambience/spark4.wav");
G_SoundIndex("sound/ambience/spark5.wav");
G_SoundIndex("sound/ambience/spark6.wav");
gi.linkentity( ent );
}
/*QUAKED fx_drip (0 0 1) (-8 -8 -8) (8 8 8) STARTOFF OIL
Creates timed drips from specified point.
STARTOFF - effect starts when used.
OIL - specifying an RGB of 0 0 0 won't make the drip black so you'll have to use this
"wait" - seconds between drips (default 1)
0.5 = 2 drips per second
1.0 = 1 drip per second
"random" - drip randomness (default 0)
0.5 = half second of drip variance
"startRGBA" - drip color, Red Green Blue Alpha
(default 180 180 255 192)
"radius" - drip radius
(default 0.5)
"targetname" - toggles on/off whenever used
*/
//------------------------------------------
void drip_think( gentity_t *ent )
{
G_AddEvent( ent, EV_FX_DRIP, 0 );
ent->nextthink = level.time + ( ent->wait + crandom() * ( ent->random * 0.5 )) * 1000;
}
//------------------------------------------
void drip_use( gentity_t *self, gentity_t *other, gentity_t *activator )
{
if (self->behaviorSet[BSET_USE])
{
G_ActivateBehavior(self,BSET_USE);
}
if ( self->count )
{
self->e_ThinkFunc = thinkF_NULL;
}
else
{
self->e_ThinkFunc = thinkF_drip_think;
self->nextthink = level.time + 200;
}
self->count = !self->count;
}
//------------------------------------------
void SP_fx_drip( gentity_t *ent )
{
// Try to apply defaults if nothing was set
G_SpawnFloat( "wait", "1.0", &ent->wait );
G_SpawnFloat( "random", "0", &ent->random );
G_SpawnVector4( "startRGBA", "180 180 255 192", (float *)&ent->startRGBA );
G_SpawnFloat( "radius", "0.5", &ent->radius );
// Convert from range of 0-255 to 0-1
for ( int t=0; t < 4; t++)
{
ent->startRGBA[t] = ent->startRGBA[t] / 255;
}
if ( ent->targetname )
{
ent->e_UseFunc = useF_drip_use;
}
// This is used as the toggle switch
ent->count = !(ent->spawnflags & 1);
// Precaching sounds
G_SoundIndex("sound/ambience/waterdrop1.wav");
G_SoundIndex("sound/ambience/waterdrop2.wav");
G_SoundIndex("sound/ambience/waterdrop3.wav");
if (!ent->targetname || !(ent->spawnflags & 1) )
{
ent->e_ThinkFunc = thinkF_drip_think;
ent->nextthink = level.time + 200;
}
else
{
ent->e_ThinkFunc = thinkF_NULL;
ent->nextthink = -1;
}
VectorCopy( ent->s.origin, ent->s.pos.trBase );
gi.linkentity( ent );
}
/*QUAKED fx_steam (0 0 1) (-8 -8 -8) (8 8 8) STARTOFF BURSTS EVIL_YELLOW
Emits steam at the specified point in the specified direction
EVIL_YELLOW - steam is a nasty yellow color
"targetname" - toggles on/off whenever used
"damage" - damage to apply when caught in steam vent, default - zero damage (no damage). Don't add this unless you really have to.
"radius" - radius of the steam puffs ( 10 - default )
*/
//------------------------------------------
void steam_think( gentity_t *ent )
{
if ( ent->spawnflags & 2 )
{
ent->nextthink = level.time + 1000 + random() * 500;
}
else
{
ent->nextthink = level.time + 50;
}
G_AddEvent( ent, EV_FX_STEAM, ent->spawnflags );
// FIXME: This may be a bit weird for steam bursts
// If a fool gets in the bolt path, zap 'em
if ( ent->damage )
{
vec3_t start, temp;
trace_t trace;
VectorSubtract( ent->s.origin2, ent->currentOrigin, temp );
VectorNormalize( temp );
VectorMA( ent->currentOrigin, 1, temp, start );
gi.trace( &trace, start, NULL, NULL, ent->s.origin2, -1, MASK_SHOT );//ignore
if ( trace.fraction < 1.0 )
{
if ( trace.entityNum < ENTITYNUM_WORLD )
{
gentity_t *victim = &g_entities[trace.entityNum];
if ( victim && victim->takedamage )
{
G_Damage( victim, ent, ent->activator, temp, trace.endpos, ent->damage, 0, MOD_UNKNOWN );
}
}
}
}
}
// If a steam ent got used before it linked, it would get messed up. Don't allow a use until after
#define STEAM_NOT_LINKED 999
//------------------------------------------
void steam_use( gentity_t *self, gentity_t *other, gentity_t *activator )
{
// Make sure that we have been initialized before using this, otherwise the
// steam angles will get really messed up.
if ( self->count == STEAM_NOT_LINKED )
return;
if (self->behaviorSet[BSET_USE])
{
G_ActivateBehavior(self,BSET_USE);
}
if ( self->count )
{
self->e_ThinkFunc = thinkF_NULL;
self->soundSet = NULL;
}
else
{
self->e_ThinkFunc = thinkF_steam_think;
self->nextthink = level.time + 100;
self->soundSet = "steamloop";
}
self->count = !self->count;
}
//------------------------------------------
void steam_link( gentity_t *ent )
{
gentity_t *target = NULL;
vec3_t dir;
float len;
target = G_Find (target, FOFS(targetname), ent->target);
if (!target)
{
Com_Printf("steam_link: unable to find target %s\n", ent->target );
ent->e_ThinkFunc = thinkF_NULL;
ent->nextthink = -1;
return;
}
VectorSubtract( target->s.origin, ent->s.origin, dir );
len = VectorNormalize( dir );
vectoangles( dir, ent->s.angles );
VectorCopy( target->s.origin, ent->s.origin2 );
// This is used as the toggle switch
ent->count = !(ent->spawnflags & 1);
gi.linkentity( ent );
if ( (ent->spawnflags & 1) )
{
ent->e_ThinkFunc = thinkF_NULL;
ent->nextthink = -1;
ent->soundSet = NULL;
return;
}
ent->e_ThinkFunc = thinkF_steam_think;
ent->nextthink = level.time + 1000;
}
//------------------------------------------
void SP_fx_steam( gentity_t *ent )
{
VectorCopy( ent->s.origin, ent->s.pos.trBase );
gi.linkentity( ent );
// Try to apply defaults if nothing was set
G_SpawnInt( "damage", "0", &ent->damage );
G_SpawnFloat( "radius", "10", &ent->radius );
ent->count = STEAM_NOT_LINKED;
if ( ent->targetname )
{
ent->e_UseFunc = useF_steam_use;
}
if ( VALIDSTRING( ent->soundSet) == false )
{
ent->soundSet = "steamloop";
}
ent->e_ThinkFunc = thinkF_steam_link;
ent->nextthink = level.time + 500;
}
/*QUAKED fx_bolt (0 0 1) (-8 -8 -8) (8 8 8) STARTOFF DELAYED SPARKS BORG TAPER SMOOTH BW
Emits blue ( or borg green ) electric bolts from the specified point to the specified point
STARTOFF - effect is initially off
DELAYED - bolts are time delayed, otherwise effect continuously fires
SPARKS - create impact sparks, probably best used for time delayed bolts
BORG - Make the bolts green
TAPER - Bolt will taper on one end
SMOOTH - Bolt texture stretches across whole length, makes short bolts look much better.
BW - Make the bolts black and white, will override BORG flag
"wait" - seconds between bolts, only valid when DELAYED is checked (default 2)
"damage" - damage per server frame (default 0)
"targetname" - toggles effect on/off each time it's used
"random" - bolt chaos (0.1 = too calm, 0.5 = default, 1.0 or higher = pretty wicked)
"radius" - radius of the bolt (1.0 = default)
*/
//------------------------------------------
void bolt_think( gentity_t *ent )
{
vec3_t start, temp;
trace_t trace;
G_AddEvent( ent, EV_FX_BOLT, ent->spawnflags & 2 );
ent->nextthink = level.time + (ent->wait + crandom() * ent->wait * 0.25) * 1000;
// If a fool gets in the bolt path, zap 'em
if ( ent->damage )
{
VectorSubtract( ent->s.origin2, ent->currentOrigin, temp );
VectorNormalize( temp );
VectorMA( ent->currentOrigin, 1, temp, start );
gi.trace( &trace, start, NULL, NULL, ent->s.origin2, -1, MASK_SHOT );//ignore
if ( trace.fraction < 1.0 )
{
if ( trace.entityNum < ENTITYNUM_WORLD )
{
gentity_t *victim = &g_entities[trace.entityNum];
if ( victim && victim->takedamage )
{
G_Damage( victim, ent, ent->activator, temp, trace.endpos, ent->damage, 0, MOD_UNKNOWN );
}
}
}
}
}
//------------------------------------------
void bolt_use( gentity_t *self, gentity_t *other, gentity_t *activator )
{
if (self->behaviorSet[BSET_USE])
{
G_ActivateBehavior(self,BSET_USE);
}
if ( self->count )
{
self->e_ThinkFunc = thinkF_NULL;
}
else
{
self->e_ThinkFunc = thinkF_bolt_think;
self->nextthink = level.time + 200;
}
self->count = !self->count;
}
//------------------------------------------
void bolt_link( gentity_t *ent )
{
gentity_t *target = NULL;
vec3_t dir;
float len;
target = G_Find (target, FOFS(targetname), ent->target);
if (!target)
{
Com_Printf("bolt_link: unable to find target %s\n", ent->target );
ent->e_ThinkFunc = thinkF_NULL;
ent->nextthink = -1;
return;
}
VectorSubtract( target->s.origin, ent->s.origin, dir );
len = VectorNormalize( dir );
vectoangles( dir, ent->s.angles );
VectorCopy( target->s.origin, ent->s.origin2 );
if ( ent->targetname )
{
ent->e_UseFunc = useF_bolt_use;
}
// This is used as the toggle switch
ent->count = !(ent->spawnflags & 1);
if (!ent->targetname || !(ent->spawnflags & 1) )
{
ent->e_ThinkFunc = thinkF_bolt_think;
ent->nextthink = level.time + 1000;
}
else
{
ent->e_ThinkFunc = thinkF_NULL;
ent->nextthink = -1;
}
gi.linkentity( ent );
}
//------------------------------------------
void SP_fx_bolt( gentity_t *ent )
{
G_SpawnInt( "damage", "0", &ent->damage );
G_SpawnFloat( "random", "0.5", &ent->random );
G_SpawnFloat( "radius", "1.0", &ent->radius );
// See if effect is supposed to be delayed
if ( ent->spawnflags & 2 )
{
G_SpawnFloat( "wait", "2.0", &ent->wait );
}
else
{
// Effect is continuous
ent->wait = 0.1f;
}
VectorCopy( ent->s.origin, ent->s.pos.trBase );
if (ent->target)
{
ent->e_ThinkFunc = thinkF_bolt_link;
ent->nextthink = level.time + 100;
return;
}
gi.linkentity( ent );
}
/*QUAKED fx_forge_bolt (0 0 1) (-8 -8 -8) (8 8 8) STARTOFF DELAYED SPARKS PULSE TAPER SMOOTH
Emits freaky orange bolts, sending pulses down the length of the beam if desired
STARTOFF - effect is initially off
DELAYED - bolts are time delayed, otherwise effect continuously fires
SPARKS - create impact sparks, probably best used for time delayed bolts
PULSE - sends a pulse down the length of the beam.
TAPER - Bolt will taper on one end
SMOOTH - Bolt texture stretches across whole length, makes short bolts look much better.
"wait" - seconds between bolts, only valid when DELAYED is checked (default 2)
"damage" - damage per server frame (default 0)
"targetname" - toggles effect on/off each time it's used
"random" - bolt chaos (0.1 = too calm, 0.4 = default, 1.0 or higher = pretty wicked)
"radius" - radius of the bolt (3.0 = default)
*/
//------------------------------------------
void forge_bolt_think( gentity_t *ent )
{
vec3_t start, temp;
trace_t trace;
G_AddEvent( ent, EV_FX_FORGE_BOLT, ent->spawnflags & 2 );
ent->nextthink = level.time + (ent->wait + crandom() * ent->wait * 0.25) * 1000;
// If a fool gets in the bolt path, zap 'em
if ( ent->damage )
{
VectorSubtract( ent->s.origin2, ent->currentOrigin, temp );
VectorNormalize( temp );
VectorMA( ent->currentOrigin, 1, temp, start );
gi.trace( &trace, start, NULL, NULL, ent->s.origin2, -1, MASK_SHOT );//ignore
if ( trace.fraction < 1.0 )
{
if ( trace.entityNum < ENTITYNUM_WORLD )
{
gentity_t *victim = &g_entities[trace.entityNum];
if ( victim && victim->takedamage )
{
G_Damage( victim, ent, ent->activator, temp, trace.endpos, ent->damage, 0, MOD_UNKNOWN );
}
}
}
}
}
//------------------------------------------
void forge_bolt_use( gentity_t *self, gentity_t *other, gentity_t *activator )
{
if (self->behaviorSet[BSET_USE])
{
G_ActivateBehavior(self,BSET_USE);
}
if ( self->count )
{
self->e_ThinkFunc = thinkF_NULL;
}
else
{
self->e_ThinkFunc = thinkF_forge_bolt_think;
self->nextthink = level.time + 200;
}
self->count = !self->count;
}
//------------------------------------------
void forge_bolt_link( gentity_t *ent )
{
gentity_t *target = NULL;
vec3_t dir;
float len;
target = G_Find (target, FOFS(targetname), ent->target);
if (!target)
{
Com_Printf("forge_bolt_link: unable to find target %s\n", ent->target );
ent->e_ThinkFunc = thinkF_NULL;
ent->nextthink = -1;
return;
}
VectorSubtract( target->s.origin, ent->s.origin, dir );
len = VectorNormalize( dir );
vectoangles( dir, ent->s.angles );
VectorCopy( target->s.origin, ent->s.origin2 );
if ( ent->targetname )
{
ent->e_UseFunc = useF_forge_bolt_use;
}
// This is used as the toggle switch
ent->count = !(ent->spawnflags & 1);
if (!ent->targetname || !(ent->spawnflags & 1) )
{
ent->e_ThinkFunc = thinkF_forge_bolt_think;
ent->nextthink = level.time + 1000;
}
else
{
ent->e_ThinkFunc = thinkF_NULL;
ent->nextthink = -1;
}
gi.linkentity( ent );
}
//------------------------------------------
void SP_fx_forge_bolt( gentity_t *ent )
{
G_SpawnInt( "damage", "0", &ent->damage );
G_SpawnFloat( "random", "0.4", &ent->random );
G_SpawnFloat( "radius", "3.0", &ent->radius );
// See if effect is supposed to be delayed
if ( ent->spawnflags & 2 )
{
G_SpawnFloat( "wait", "2.0", &ent->wait );
}
else
{
// Effect is continuous
ent->wait = 0.1f;
}
VectorCopy( ent->s.origin, ent->s.pos.trBase );
ent->delay = level.time + 1000;
if (ent->target)
{
ent->e_ThinkFunc = thinkF_forge_bolt_link;
ent->nextthink = level.time + 100;
return;
}
gi.linkentity( ent );
}
/*QUAKED fx_plasma (0 0 1) (-8 -8 -8) (8 8 8) START_OFF
Emits plasma jet directed from the specified point to the specified point. Jet size scales based on length.
"target" (required)
"targetname" - fires only when used
"startRGBA" - starting cone color, Red Green Blue Alpha
(default 100 180 255 255) Light-Blue
"finalRGBA" - final cone color, Red Green Blue Alpha
(default 0 0 180 0) Blue
"damage" - damage PER FRAME, default zero
*/
//------------------------------------------
void plasma_think( gentity_t *ent )
{
vec3_t start, temp;
trace_t trace;
G_AddEvent( ent, EV_FX_PLASMA, 0 );
ent->nextthink = level.time + 100;
// If a fool gets in the plasma cone, fry 'em
if ( ent->damage )
{
VectorSubtract( ent->s.origin2, ent->currentOrigin, temp );
VectorNormalize( temp );
VectorMA( ent->currentOrigin, 1, temp, start );
gi.trace( &trace, start, NULL, NULL, ent->s.origin2, -1, MASK_SHOT);//ignore
if(trace.fraction < 1.0)
{
if(trace.entityNum < ENTITYNUM_WORLD)
{
gentity_t *victim = &g_entities[trace.entityNum];
if(victim && victim->takedamage)
{
G_Damage( victim, ent, ent->activator, temp, trace.endpos, ent->damage, 0, MOD_UNKNOWN);
}
}
}
}
}
//------------------------------------------
void plasma_use( gentity_t *self, gentity_t *other, gentity_t *activator)
{
if (self->behaviorSet[BSET_USE])
{
G_ActivateBehavior(self,BSET_USE);
}
if (self->e_ThinkFunc != thinkF_NULL)
{
self->e_ThinkFunc = thinkF_NULL;
}
else
{
self->e_ThinkFunc = thinkF_plasma_think;
self->nextthink = level.time + 200;
}
}
//------------------------------------------
void plasma_link( gentity_t *ent )
{
gentity_t *target = NULL;
target = G_Find (target, FOFS(targetname), ent->target);
if (!target)
{
Com_Printf("plasma_link: unable to find target %s\n", ent->target );
ent->e_ThinkFunc = thinkF_NULL;
ent->nextthink = -1;
return;
}
if (ent->targetname)
{
ent->e_UseFunc = useF_plasma_use;
}
if (!ent->targetname || !(ent->spawnflags & 1) )
{
ent->e_ThinkFunc = thinkF_plasma_think;
ent->nextthink = level.time + 200;
}
else
{
ent->e_ThinkFunc = thinkF_NULL;
}
gi.linkentity( ent );
VectorCopy( target->s.origin, ent->s.origin2 );
}
//------------------------------------------
void SP_fx_plasma( gentity_t *ent )
{
G_SpawnVector4( "startRGBA", "100 180 255 255", (float *)&ent->startRGBA );
G_SpawnVector4( "finalRGBA", "0 0 180 0", (float *)&ent->finalRGBA );
G_SpawnInt( "damage", "0", &ent->damage );
// Convert from range of 0-255 to 0-1
for (int t=0; t < 4; t++)
{
ent->startRGBA[t] = ent->startRGBA[t] / 255;
ent->finalRGBA[t] = ent->finalRGBA[t] / 255;
}
VectorCopy( ent->s.origin, ent->s.pos.trBase );
gi.linkentity( ent );
ent->e_ThinkFunc = thinkF_plasma_link;
ent->nextthink = level.time + 500;
}
/*QUAKED fx_surface_explosion (0 0 1) (-8 -8 -8) (8 8 8) NO_SMOKE LOUDER NODAMAGE
Creates a triggerable explosion aimed at a specific point. Always oriented towards viewer.
NO_SMOKE - Explosion doesn't trigger smoke
LOUDER - Cheap hack to make the explosion sound louder.
NODAMAGE - Does no damage
"target" (optional) If no target is specified, the explosion is oriented up
"damage" - Damage per blast, default is 50. Damage falls off based on proximity.
"radius" - blast radius (default 20)
"speed" - camera shake speed (default 12). Set to zero to turn camera shakes off
"targetname" - triggers explosion when used
*/
//------------------------------------------
void surface_explosion_use( gentity_t *self, gentity_t *other, gentity_t *activator)
{
if (self->behaviorSet[BSET_USE])
{
G_ActivateBehavior(self,BSET_USE);
}
G_AddEvent( self, EV_FX_SURFACE_EXPLOSION, 0 );
if ( self->splashDamage )
{
G_RadiusDamage( self->currentOrigin, self, self->splashDamage, self->splashRadius, NULL, MOD_UNKNOWN );
}
}
//------------------------------------------
void surface_explosion_link( gentity_t *ent )
{
gentity_t *target = NULL;
vec3_t normal;
target = G_Find (target, FOFS(targetname), ent->target);
if ( target )
{
VectorSubtract( target->s.origin, ent->s.origin, normal );
VectorNormalize( normal );
}
else
{
VectorSet(normal, 0, 0, 1);
}
VectorCopy( normal, ent->s.origin2 );
ent->e_ThinkFunc = thinkF_NULL;
ent->nextthink = -1;
gi.linkentity( ent );
}
//------------------------------------------
void SP_fx_surface_explosion( gentity_t *ent )
{
if ( !(ent->spawnflags&4) )
{
G_SpawnInt( "damage", "50", &ent->splashDamage );
G_SpawnFloat( "radius", "20", &ent->radius );
ent->splashRadius = 160;
}
G_SpawnFloat( "speed", "12", &ent->speed );
// Precaching sounds
/* if ( ent->spawnflags & 2 )
{
G_SoundIndex( "sound/weapons/explosions/explode2.wav" );
}
else
{
G_SoundIndex( "sound/weapons/explosions/cargoexplode.wav" );
}
*/
VectorCopy( ent->s.origin, ent->s.pos.trBase );
ent->e_UseFunc = useF_surface_explosion_use;
ent->e_ThinkFunc = thinkF_surface_explosion_link;
ent->nextthink = 1000;
gi.linkentity( ent );
}
/*QUAKED fx_smoke (0 0 1) (-8 -8 -8) (8 8 8) STARTOFF
Emits cloud of thick black smoke from specified point.
"target" (option) If no target is specified, the smoke drifts up
"targetname" - fires only when used
"radius" - size of the smoke puffs (default 16.0)
*/
//------------------------------------------
void smoke_think( gentity_t *ent )
{
ent->nextthink = level.time + 100;
G_AddEvent( ent, EV_FX_SMOKE, 0 );
}
//------------------------------------------
void smoke_use( gentity_t *self, gentity_t *other, gentity_t *activator)
{
if (self->behaviorSet[BSET_USE])
{
G_ActivateBehavior(self,BSET_USE);
}
if (self->e_ThinkFunc != thinkF_NULL)
{
self->e_ThinkFunc = thinkF_NULL;
}
else
{
self->e_ThinkFunc = thinkF_smoke_think;
self->nextthink = level.time + 100;
}
}
//------------------------------------------
void smoke_link( gentity_t *ent )
{
// this link func is used because the target ent may not have spawned in yet, this
// will give it a bit of extra time for that to happen.
gentity_t *target = NULL;
vec3_t dir;
target = G_Find (target, FOFS(targetname), ent->target);
if (target)
{
VectorCopy( target->s.origin, dir );
}
else
{
VectorCopy( ent->s.origin, dir );
dir[2] += 1; // move up
}
if (ent->targetname)
{
ent->e_UseFunc = useF_smoke_use;
}
if (!ent->targetname || !(ent->spawnflags & 1) )
{
ent->e_ThinkFunc = thinkF_smoke_think;
ent->nextthink = level.time + 200;
}
else
{
ent->e_ThinkFunc = thinkF_NULL;
ent->nextthink = -1;
}
VectorCopy( dir, ent->s.origin2 );
gi.linkentity( ent );
}
//------------------------------------------
void SP_fx_smoke( gentity_t *ent )
{
G_SpawnFloat( "radius", "16.0", &ent->radius );
VectorCopy( ent->s.origin, ent->s.pos.trBase );
ent->e_ThinkFunc = thinkF_smoke_link;
ent->nextthink = level.time + 1000;
gi.linkentity( ent );
}
/*QUAKED fx_teleporter (0 0 1) (-8 -8 -8) (8 8 8) STARTOFF EXIT
Creates persistent teleporter pad effect for Stasis level.
STARTOFF - Effect starts when used
EXIT - Teleporter effect for destination teleport pad
"targetname" - toggles on/off when used
*/
//------------------------------------------
void teleporter_think( gentity_t *ent )
{
G_AddEvent( ent, EV_FX_TELEPORTER, 0 );
ent->nextthink = level.time + 75;
}
//------------------------------------------
void teleporter_use( gentity_t *self, gentity_t *other, gentity_t *activator )
{
if (self->behaviorSet[BSET_USE])
{
G_ActivateBehavior(self,BSET_USE);
}
if ( self->count )
{
self->e_ThinkFunc = thinkF_NULL;
}
else
{
self->e_ThinkFunc = thinkF_teleporter_think;
self->nextthink = level.time + 200;
}
self->count = !self->count;
}
//------------------------------------------
void SP_fx_teleporter( gentity_t *ent )
{
if (ent->targetname)
{
ent->e_UseFunc = useF_teleporter_use;
}
ent->count = !(ent->spawnflags & 1);
if (!ent->targetname || !(ent->spawnflags & 1) )
{
ent->e_ThinkFunc = thinkF_teleporter_think;
ent->nextthink = level.time + 200;
}
else if ( ent->spawnflags & 1 )
{
ent->e_ThinkFunc = thinkF_NULL;
ent->nextthink = -1;
}
VectorCopy( ent->s.origin, ent->s.pos.trBase );
gi.linkentity( ent );
}
/*QUAKED fx_energy_stream (0 0 1) (-8 -8 -8) (8 8 8) STARTOFF
Creates streaming particles that travel between two points--for Stasis level. ONLY orients vertically.
"damage" - amount of damage to player when standing in the stream (default 0)
"target" (required) End point for particle stream.
"targetname" - toggle effect on/off each time used.
*/
//------------------------------------------
void stream_think( gentity_t *ent )
{
vec3_t start, temp;
trace_t trace;
G_AddEvent( ent, EV_FX_STREAM, 0 );
ent->nextthink = level.time + 150;
// If a fool gets in the bolt path, zap 'em
if ( ent->damage )
{
VectorSubtract( ent->s.origin2, ent->currentOrigin, temp );
VectorNormalize( temp );
VectorMA( ent->currentOrigin, 1, temp, start );
gi.trace( &trace, start, NULL, NULL, ent->s.origin2, -1, MASK_SHOT );//ignore
if ( trace.fraction < 1.0 )
{
if ( trace.entityNum < ENTITYNUM_WORLD )
{
gentity_t *victim = &g_entities[trace.entityNum];
if ( victim && victim->takedamage )
{
G_Damage( victim, ent, ent->activator, temp, trace.endpos, ent->damage, 0, MOD_UNKNOWN );
}
}
}
}
}
//------------------------------------------
void stream_use( gentity_t *self, gentity_t *other, gentity_t *activator)
{
if (self->behaviorSet[BSET_USE])
{
G_ActivateBehavior(self,BSET_USE);
}
if ( self->count )
{
self->e_ThinkFunc = thinkF_stream_think;
self->nextthink = level.time + 200;
}
else
{
self->e_ThinkFunc = thinkF_NULL;
}
self->count = !self->count;
}
//------------------------------------------
void stream_link( gentity_t *ent )
{
gentity_t *target = NULL;
target = G_Find (target, FOFS(targetname), ent->target);
if (!target)
{
Com_Printf("stream_link: unable to find target %s\n", ent->target );
ent->e_ThinkFunc = thinkF_NULL;
ent->nextthink = -1;
return;
}
VectorCopy( target->s.origin, ent->s.origin2 );
if (!ent->targetname || !(ent->spawnflags & 1) )
{
ent->e_ThinkFunc = thinkF_stream_think;
ent->nextthink = level.time + 200;
}
else if ( ent->spawnflags & 1 )
{
ent->e_ThinkFunc = thinkF_NULL;
}
gi.linkentity( ent );
}
//------------------------------------------
void SP_fx_stream( gentity_t *ent )
{
G_SpawnInt( "damage", "0", &ent->damage );
if (ent->targetname)
{
ent->e_UseFunc = useF_stream_use;
}
ent->count = !(ent->spawnflags & 1);
VectorCopy( ent->s.origin, ent->s.pos.trBase );
ent->e_ThinkFunc = thinkF_stream_link;
ent->nextthink = level.time + 1000;
gi.linkentity( ent );
}
/*QUAKED fx_electrical_explosion (0 0 1) (-8 -8 -8) (8 8 8) x x NODAMAGE
Creates a triggerable explosion aimed at a specific point
NODAMAGE - does no damage
"target" (optional) If no target is specified, the explosion is oriented up
"damage" - Damage per blast, default is 20. Damage falls off based on proximity.
"radius" - blast radius (default 50)
"targetname" - explodes each time it's used
*/
//------------------------------------------
void electrical_explosion_use( gentity_t *self, gentity_t *other, gentity_t *activator)
{
if (self->behaviorSet[BSET_USE])
{
G_ActivateBehavior(self,BSET_USE);
}
self->nextthink = level.time + 100;
gi.linkentity( self );
G_AddEvent( self, EV_FX_ELECTRICAL_EXPLOSION, 0 );
if ( self->splashDamage )
{
G_RadiusDamage( self->currentOrigin, self, self->splashDamage, self->splashRadius, NULL, MOD_UNKNOWN );
}
}
//------------------------------------------
void electrical_explosion_link( gentity_t *ent )
{
gentity_t *target = NULL;
vec3_t normal;
target = G_Find( target, FOFS(targetname), ent->target );
if ( target )
{
VectorSubtract( target->s.pos.trBase, ent->s.origin, normal );
VectorNormalize( normal );
}
else
{
// No target so just shoot up
VectorSet( normal, 0, 0, 1 );
}
VectorCopy( normal, ent->s.origin2 );
ent->e_ThinkFunc = thinkF_NULL;
ent->nextthink = -1;
gi.linkentity( ent );
}
//------------------------------------------
void SP_fx_electrical_explosion( gentity_t *ent )
{
if ( !(ent->spawnflags&4) )
{
G_SpawnInt( "damage", "20", &ent->splashDamage );
G_SpawnFloat( "radius", "50", &ent->radius );
ent->splashRadius = 80;
}
// Precaching sounds
// G_SoundIndex( "sound/weapons/explosions/cargoexplode.wav" );
VectorCopy( ent->s.origin, ent->s.pos.trBase );
ent->e_ThinkFunc = thinkF_electrical_explosion_link;
ent->nextthink = level.time + 1000;
ent->e_UseFunc = useF_electrical_explosion_use;
gi.linkentity( ent );
}
//MCG
/*QUAKED fx_psycho_jism (1 0.5 0.5) (-8 -8 -8) (8 8 8) OPEN STARTOFF
Emits orange Forge psycho-jism bolts from the specified point to the specified point
OPEN - Ends do not taper, no sparks, no marks
"targetname" fires only when used
"duration" how many seconds each burst lasts, -1 will make it stay on forever
"wait" - If always on, how long to wait between blasts, in MILLISECONDS - default/min is 100 (1 frame at 10 fps), -1 means it will never fire again
"random" - random amount of seconds added to/subtracted from "wait" each firing
"damage" - How much damage to inflict PER FRAME (so probably want it kind of low), default is none
"target" - ent to point at- you MUST have this or the jism won't flow. This can be anything you want, including a moving ent - for static beams, just use info_null
*/
void pj_bolt_think( gentity_t *ent );
//------------------------------------------
void pj_bolt_set_debounce( gentity_t *self )
{
if ( self->wait >= FRAMETIME )
{
self->attackDebounceTime = level.time + self->wait + Q_irand( -self->random, self->random );
}
else if ( self->wait < 0 )
{
self->e_UseFunc = useF_NULL;
}
else
{
self->attackDebounceTime = level.time + FRAMETIME + Q_irand( -self->random, self->random );
}
}
extern void CG_PsychoJism( vec3_t start, vec3_t end, qboolean open );
//------------------------------------------
void pj_bolt_fire( gentity_t *ent )
{
trace_t trace;
vec3_t dir, org, end;
int ignore;
qboolean open;
if ( !ent->enemy || !ent->enemy->inuse )
{//info_null most likely
ignore = ent->s.number;
ent->enemy = NULL;
VectorCopy( ent->s.origin2, org );
}
else
{
ignore = ent->enemy->s.number;
VectorCopy( ent->enemy->currentOrigin, org );
}
VectorCopy( org, ent->s.origin2 );
VectorSubtract( org, ent->s.origin, dir );
VectorNormalize( dir );
gi.trace( &trace, ent->s.origin, NULL, NULL, org, -1, MASK_SHOT );//ignore
if ( ent->spawnflags & 1 )
{
open = qtrue;
VectorCopy( org, end );
}
else
{
open = qfalse;
VectorCopy( trace.endpos, end );
}
if ( trace.fraction < 1.0 )
{
if ( trace.entityNum < ENTITYNUM_WORLD )
{
gentity_t *victim = &g_entities[trace.entityNum];
if ( victim && victim->takedamage )
{
G_Damage( victim, ent, ent->activator, dir, trace.endpos, ent->damage, 0, MOD_UNKNOWN );
}
}
}
CG_PsychoJism( ent->s.origin, end, open );
ent->e_ThinkFunc = thinkF_pj_bolt_think;
ent->nextthink = level.time + FRAMETIME;
}
//------------------------------------------
void pj_bolt_fire_start( gentity_t *self )
{
pj_bolt_set_debounce( self );
self->e_ThinkFunc = thinkF_pj_bolt_think;
self->nextthink = level.time + FRAMETIME;
self->painDebounceTime = level.time + self->speed + Q_irand( -500, 500 );
pj_bolt_fire( self );
}
//------------------------------------------
void pj_bolt_use( gentity_t *self, gentity_t *other, gentity_t *activator )
{
if ( self->e_ThinkFunc == thinkF_NULL )
{
self->e_ThinkFunc = thinkF_pj_bolt_think;
self->nextthink = level.time + 75;
}
else
{
self->e_ThinkFunc = thinkF_NULL;
}
self->activator = activator;
}
//------------------------------------------
void pj_bolt_think( gentity_t *ent )
{
if ( ent->attackDebounceTime > level.time )
{
ent->nextthink = level.time + FRAMETIME;
return;
}
pj_bolt_fire_start( ent );
}
//------------------------------------------
void pj_bolt_link( gentity_t *ent )
{
gentity_t *target = NULL;
vec3_t dir;
float len;
target = G_Find( target, FOFS(targetname), ent->target );
if ( !target )
{
Com_Printf( "bolt_link: unable to find target %s\n", ent->target );
return;
}
ent->attackDebounceTime = level.time;
G_SetEnemy( ent, target );
VectorSubtract( target->s.origin, ent->s.origin, dir );
len = VectorNormalize( dir );
vectoangles( dir, ent->s.angles );
VectorCopy( target->s.origin, ent->s.origin2 );
if ( (ent->spawnflags & 2) )
{
// Do nothing
}
else
{//switch think functions to avoid doing the bolt_link every time
ent->e_ThinkFunc = thinkF_pj_bolt_think;
ent->nextthink = level.time + FRAMETIME;
}
ent->e_UseFunc = useF_pj_bolt_use;
gi.linkentity( ent );
}
//------------------------------------------
void SP_fx_psycho_jism( gentity_t *ent )
{
VectorCopy( ent->s.origin, ent->s.pos.trBase );
ent->speed *= 1000;
ent->wait *= 1000;
ent->random *= 1000;
G_SpawnInt( "damage", "0", &ent->damage );
if ( ent->speed < FRAMETIME )
{
ent->speed = FRAMETIME;
}
ent->activator = ent;
ent->owner = NULL;
ent->e_ThinkFunc = thinkF_pj_bolt_link;
ent->nextthink = level.time + FRAMETIME;
gi.linkentity( ent );
}
/*QUAKED fx_laser (0 0 1) (-8 -8 -8) (8 8 8) STARTOFF
Shoots laser beam from the specified point to the specified point. Emits sparks and smoke, leaving a glowing trail.
"target" (required) Can be attached to a func_train, etc.
"targetname" - fires only when used
"startRGBA" - laser color, Red Green Blue Alpha (default 255 222 32 255) Yellow-Orange
"damage" - damage to inflict PER FRAME, default 0
*/
//------------------------------------------
void laser_think( gentity_t *ent )
{
gentity_t *hapless_victim = NULL;
vec3_t start, end, temp;
float len;
trace_t trace;
ent->nextthink = level.time + 100;
// If a fool gets in the laser path, fry 'em
VectorSubtract( ent->enemy->currentOrigin, ent->currentOrigin, temp );
len = VectorNormalize( temp );
VectorMA( ent->currentOrigin, 1, temp, start ); // Move out a bit so the trace doesn't start in a wall
VectorMA( ent->currentOrigin, len * 3, temp, end ); // Shoot out to thrice the length of the beam just in case
gi.trace( &trace, start, NULL, NULL, end, -1, MASK_SHOT );//ignore
if ( trace.fraction < 1.0 )
{
if ( trace.entityNum < ENTITYNUM_WORLD )
{
hapless_victim = &g_entities[trace.entityNum];
if ( hapless_victim && hapless_victim->takedamage && ent->damage )
{
G_Damage( hapless_victim, ent, ent->activator, temp, trace.endpos, ent->damage, 0, MOD_UNKNOWN );
}
}
VectorCopy( trace.endpos, ent->pos1 );
VectorCopy( trace.plane.normal, ent->pos2 );
// Only add a beam if the trace hit something
ent->activator = hapless_victim;
G_AddEvent( ent, EV_FX_LASER, 0 );
}
}
//------------------------------------------
void laser_use( gentity_t *self, gentity_t *other, gentity_t *activator)
{
if (self->behaviorSet[BSET_USE])
{
G_ActivateBehavior(self,BSET_USE);
}
if (self->e_ThinkFunc != thinkF_NULL)
{
self->e_ThinkFunc = thinkF_NULL;
}
else
{
self->e_ThinkFunc = thinkF_laser_think;
self->nextthink = level.time + 100;
}
}
//------------------------------------------
void laser_link( gentity_t *ent )
{
gentity_t *target = NULL;
target = G_Find (target, FOFS(targetname), ent->target);
if (!target)
{
Com_Printf("laser_link: unable to find target %s\n", ent->target );
ent->e_ThinkFunc = thinkF_NULL;
ent->nextthink = -1;
return;
}
G_SetEnemy(ent, target);
if (ent->targetname)
{
ent->e_UseFunc = useF_laser_use;
}
if (!ent->targetname || !(ent->spawnflags & 1) )
{
ent->e_ThinkFunc = thinkF_laser_think;
ent->nextthink = level.time + 1000;
}
else
{
ent->e_ThinkFunc = thinkF_NULL;
ent->nextthink = -1;
}
VectorCopy( target->s.origin, ent->s.origin2 );
gi.linkentity( ent );
}
//------------------------------------------
void SP_fx_laser( gentity_t *ent )
{
G_SpawnVector4( "startRGBA", "255 222 32 255", (float *)&ent->startRGBA );
G_SpawnInt( "damage", "0", &ent->damage );
// Convert from range of 0-255 to 0-1
for (int t=0; t < 4; t++)
{
ent->startRGBA[t] = ent->startRGBA[t] / 255;
}
VectorCopy( ent->s.origin, ent->s.pos.trBase );
ent->e_ThinkFunc = thinkF_laser_link;
ent->nextthink = 1000;
gi.linkentity( ent );
}
/*QUAKED fx_transporter_stream (0 0 1) (-8 -8 -8) (8 8 8) STARTOFF
Creates streaming particles that travel between two points--for forge level.
"target" (required) End point for particle stream.
"targetname" - fires only when used
*/
//------------------------------------------
void transporter_stream_think( gentity_t *ent )
{
G_AddEvent( ent, EV_FX_TRANSPORTER_STREAM, 0 );
ent->nextthink = level.time + 150;
}
//------------------------------------------
void transporter_use( gentity_t *self, gentity_t *other, gentity_t *activator)
{
if (self->behaviorSet[BSET_USE])
{
G_ActivateBehavior(self,BSET_USE);
}
if (self->e_ThinkFunc != thinkF_NULL)
{
self->e_ThinkFunc = thinkF_NULL;
}
else
{
self->e_ThinkFunc = thinkF_transporter_stream_think;
self->nextthink = level.time + 150;
}
}
//------------------------------------------
void transporter_stream_link( gentity_t *ent )
{
gentity_t *target = NULL;
target = G_Find (target, FOFS(targetname), ent->target);
if (!target)
{
Com_Printf( "transporter_stream_link: unable to find target %s\n", ent->target );
ent->e_ThinkFunc = thinkF_NULL;
ent->nextthink = -1;
return;
}
if (ent->targetname)
{
ent->e_UseFunc = useF_transporter_use;
}
if (!ent->targetname || !(ent->spawnflags & 1) )
{
ent->e_ThinkFunc = thinkF_transporter_stream_think;
ent->nextthink = level.time + 200;
}
else
{
ent->e_ThinkFunc = thinkF_NULL;
ent->nextthink = -1;
}
VectorCopy( target->s.origin, ent->s.origin2 );
gi.linkentity( ent );
}
//------------------------------------------
void SP_fx_transporter_stream( gentity_t *ent )
{
VectorCopy( ent->s.origin, ent->s.pos.trBase );
ent->e_ThinkFunc = thinkF_transporter_stream_link;
ent->nextthink = 1000;
gi.linkentity( ent );
}
/*QUAKED fx_explosion_trail (0 0 1) (-8 -8 -8) (8 8 8)
Creates a triggerable explosion aimed at a specific point. Always oriented towards viewer.
"target" (required) - end point for the explosion
"damage" - Damage per blast, default is 150. Damage falls off based on proximity.
"radius" - blast radius/explosion size (default 80)
"targetname" - triggers explosion when used
*/
//------------------------------------------
void explosion_trail_use( gentity_t *self, gentity_t *other, gentity_t *activator)
{
if (self->behaviorSet[BSET_USE])
{
G_ActivateBehavior(self,BSET_USE);
}
G_AddEvent( self, EV_FX_EXPLOSION_TRAIL, 0 );
}
//------------------------------------------
void explosion_trail_link( gentity_t *ent )
{
gentity_t *target = NULL;
ent->e_ThinkFunc = thinkF_NULL;
ent->nextthink = -1;
target = G_Find (target, FOFS(targetname), ent->target);
if ( !target )
{
Com_Printf("explosion_trail_link: unable to find target %s\n", ent->target );
return;
}
VectorCopy( target->s.origin, ent->s.origin2 );
gi.linkentity( ent );
}
//------------------------------------------
void SP_fx_explosion_trail( gentity_t *ent )
{
G_SpawnInt( "damage", "150", &ent->splashDamage );
G_SpawnFloat( "radius", "80", &ent->radius );
VectorCopy( ent->s.origin, ent->s.pos.trBase );
ent->e_UseFunc = useF_explosion_trail_use;
ent->e_ThinkFunc = thinkF_explosion_trail_link;
ent->nextthink = 1000;
ent->splashRadius = 160;
ent->svFlags |= SVF_BROADCAST;
gi.linkentity( ent );
}
/*QUAKED fx_blow_chunks (0 0 1) (-8 -8 -8) (8 8 8)
Creates a triggerable chunk spewer that can be aimed at a specific point.
"target" - (required) Target to spew chunks at
"targetname" - triggers chunks when used
"count" - Number of chunks to spew (default 5)
"speed" - How fast a chunk will move when it get's spewed (default 175)
"radius" - Average size of a chunk (default 10)
"material" - default is "metal" - choose from this list:
0 = MAT_METAL (default)
1 = MAT_GLASS
2 = MAT_ELECTRICAL (sparks)
3 = MAT_ORGANIC (not implemented)
4 = MAT_BORG (borg chunks)
5 = MAT_STASIS (stasis chunks)
6 = MAT_GLASS_METAL (mixed chunk type)
(there will be more eventually)
*/
//------------------------------------------
void blow_chunks_use( gentity_t *self, gentity_t *other, gentity_t *activator)
{
if (self->behaviorSet[BSET_USE])
{
G_ActivateBehavior(self,BSET_USE);
}
self->svFlags |= SVF_BROADCAST;
G_AddEvent( self, EV_FX_BLOW_CHUNKS, 0 );
}
//------------------------------------------
void blow_chunks_link( gentity_t *ent )
{
gentity_t *target = NULL;
ent->e_ThinkFunc = thinkF_NULL;
ent->nextthink = -1;
target = G_Find (target, FOFS(targetname), ent->target);
if ( !target )
{
Com_Printf("blow_chunks_link: unable to find target %s\n", ent->target );
return;
}
VectorCopy( target->s.origin, ent->s.origin2 );
gi.linkentity( ent );
}
//------------------------------------------
void SP_fx_blow_chunks( gentity_t *ent )
{
G_SpawnInt( "count", "5", &ent->count );
G_SpawnFloat( "radius", "10", &ent->radius );
G_SpawnFloat( "speed", "175", &ent->speed );
VectorCopy( ent->s.origin, ent->s.pos.trBase );
ent->e_UseFunc = useF_blow_chunks_use;
ent->e_ThinkFunc = thinkF_blow_chunks_link;
ent->nextthink = 1000;
gi.linkentity( ent );
}
/*QUAKED fx_borg_energy_beam (0 0 1) (-8 -8 -8) (8 8 8) STARTOFF CONE
A borg tracing beam that either carves out a cone or swings like a pendulum, sweeping across an area.
STARTOFF - The trace beam will start when used.
CONE - Beam traces a cone, default trace shape is a pendulum, sweeping across an area.
"radius" - Radius of the area to trace (default 30)
"speed" - How fast the tracer beam moves (default 100)
"startRGBA" - Effect color specified in RED GREEN BLUE ALPHA (default 0 255 0 128)
"target" (required) End point for trace beam, should be placed at the very center of the trace area.
"targetname" - fires only when used
*/
//------------------------------------------
void borg_energy_beam_think( gentity_t *ent )
{
G_AddEvent( ent, EV_FX_BORG_ENERGY_BEAM, 0 );
ent->nextthink = level.time + 100;
}
//------------------------------------------
void borg_energy_beam_use( gentity_t *self, gentity_t *other, gentity_t *activator)
{
if (self->behaviorSet[BSET_USE])
{
G_ActivateBehavior(self,BSET_USE);
}
if (self->e_ThinkFunc != thinkF_NULL)
{
self->e_ThinkFunc = thinkF_NULL;
}
else
{
self->e_ThinkFunc = thinkF_borg_energy_beam_think;
self->nextthink = level.time + 150;
}
}
//------------------------------------------
void borg_energy_beam_link( gentity_t *ent )
{
gentity_t *target = NULL;
target = G_Find (target, FOFS(targetname), ent->target);
if (!target)
{
Com_Printf( "borg_energy_beam_link: unable to find target %s\n", ent->target );
ent->e_ThinkFunc = thinkF_NULL;
ent->nextthink = -1;
return;
}
if (ent->targetname)
{
ent->e_UseFunc = useF_borg_energy_beam_use;
}
if (!ent->targetname || !(ent->spawnflags & 1) )
{
ent->e_ThinkFunc = thinkF_borg_energy_beam_think;
ent->nextthink = level.time + 200;
}
else
{
ent->e_ThinkFunc = thinkF_NULL;
ent->nextthink = -1;
}
VectorCopy( target->s.origin, ent->s.origin2 );
VectorCopy( target->s.origin, ent->pos1 );
gi.linkentity( ent );
}
//------------------------------------------
void SP_fx_borg_energy_beam( gentity_t *ent )
{
G_SpawnFloat( "radius", "30", &ent->radius );
G_SpawnFloat( "speed", "100", &ent->speed );
G_SpawnVector4( "startRGBA", "0 255 0 128", (float *)&ent->startRGBA );
// Convert from range of 0-255 to 0-1
for (int t=0; t < 4; t++)
{
ent->startRGBA[t] = ent->startRGBA[t] / 255;
}
// ent->svFlags |= SVF_BROADCAST;
VectorCopy( ent->s.origin, ent->s.pos.trBase );
ent->e_ThinkFunc = thinkF_borg_energy_beam_link;
ent->nextthink = 1000;
gi.linkentity( ent );
}
/*QUAKED fx_shimmery_thing (0 0 1) (-8 -8 -8) (8 8 8) STARTOFF TAPER NO_AUTO_SHUTOFF
Creates a shimmering cone or cylinder of colored light that stretches between two points. Looks like a teleporter type thing. Will also autoshut off
STARTOFF - Effect turns on when used.
TAPER - Cylinder tapers toward the top, creating a conical effect
NO_AUTO_SHUTOFF - Tells the effect that it should never try to shut itself off.
"radius" - radius of the cylinder or of the base of the cone. (default 10)
"target" (required) End point for stream.
"targetname" - fires only when used
"delay" - how long to stay on before turning itself off ( default 2000 - 2 seconds )
*/
//------------------------------------------
void shimmery_thing_think( gentity_t *ent )
{
G_AddEvent( ent, EV_FX_SHIMMERY_THING, 0 );
ent->nextthink = level.time + FRAMETIME;
ent->fx_time -= FRAMETIME;
if ( ent->fx_time <= 0 && !(ent->spawnflags & 4 )) // NO_AUTO_SHUTOFF
{
// shut me off
shimmery_thing_use( ent, NULL, NULL );
}
}
//------------------------------------------
void shimmery_thing_use( gentity_t *self, gentity_t *other, gentity_t *activator)
{
if (self->behaviorSet[BSET_USE])
{
G_ActivateBehavior(self,BSET_USE);
}
if (self->e_ThinkFunc != thinkF_NULL)
{
self->e_ThinkFunc = thinkF_NULL;
}
else
{
self->e_ThinkFunc = thinkF_shimmery_thing_think;
self->nextthink = level.time + 150;
self->fx_time = self->delay;
}
}
//------------------------------------------
void shimmery_thing_link( gentity_t *ent )
{
gentity_t *target = NULL;
target = G_Find (target, FOFS(targetname), ent->target);
if (!target)
{
Com_Printf( "shimmery_thing_link: unable to find target %s\n", ent->target );
ent->e_ThinkFunc = thinkF_NULL;
ent->nextthink = -1;
return;
}
if (ent->targetname)
{
ent->e_UseFunc = useF_shimmery_thing_use;
}
if (!ent->targetname || !(ent->spawnflags & 1) )
{
ent->e_ThinkFunc = thinkF_shimmery_thing_think;
ent->nextthink = level.time + 200;
ent->fx_time = ent->delay + 200;
}
else
{
ent->e_ThinkFunc = thinkF_NULL;
ent->nextthink = -1;
}
VectorCopy( target->s.origin, ent->s.origin2 );
gi.linkentity( ent );
}
//------------------------------------------
void SP_fx_shimmery_thing( gentity_t *ent )
{
G_SpawnFloat( "radius", "10", &ent->radius );
G_SpawnInt( "delay", "2000", &ent->delay );
// ent->svFlags |= SVF_BROADCAST;
VectorCopy( ent->s.origin, ent->s.pos.trBase );
ent->e_ThinkFunc = thinkF_shimmery_thing_link;
ent->nextthink = 1000;
gi.linkentity( ent );
}
/*QUAKED fx_borg_bolt (0 0 1) (-8 -8 -8) (8 8 8) STARTOFF
Emits yellow electric bolts from the specified point to the specified point.
Emits showers of sparks if the endpoints are sufficiently close.
STARTOFF - effect is initially off
"target" (required) end point of the beam. Can be a func_train, info_notnull, etc.
"target2" (optional) starting point of the beam if the start point is moving,
otherwise, the start point is the origin of the fx_borg_bolt entity.
"targetname" - toggles effect on/off each time it's used
*/
//------------------------------------------
void borg_bolt_think( gentity_t *ent )
{
G_AddEvent( ent, EV_FX_BORG_BOLT, 0 );
ent->nextthink = level.time + 100 + random() * 25;
}
//------------------------------------------
void borg_bolt_use( gentity_t *self, gentity_t *other, gentity_t *activator )
{
if (self->behaviorSet[BSET_USE])
{
G_ActivateBehavior(self,BSET_USE);
}
if ( self->count )
{
self->e_ThinkFunc = thinkF_NULL;
}
else
{
self->e_ThinkFunc = thinkF_borg_bolt_think;
self->nextthink = level.time + 200;
}
self->count = !self->count;
}
//------------------------------------------
void borg_bolt_link( gentity_t *ent )
{
gentity_t *target = NULL, *target2 = NULL;
target = G_Find (target, FOFS(targetname), ent->target);
target2 = G_Find (target2, FOFS(targetname), ent->target2);
if (!target)
{
Com_Printf("borg_bolt_link: unable to find target %s\n", ent->target );
ent->e_ThinkFunc = thinkF_NULL;
ent->nextthink = -1;
return;
}
if ( !target2 )
{
// Since there isn't a second target, stash my origin
VectorCopy( ent->s.origin, ent->s.pos.trBase );
}
// ent->svFlags |= SVF_BROADCAST;// Broadcast to all clients
// Stash the targets in case the end points are moving
G_SetEnemy(ent, target);
ent->chain = target2;
VectorCopy( target->s.origin, ent->s.origin2 );
if ( ent->targetname )
{
ent->e_UseFunc = useF_borg_bolt_use;
}
// This is used as the toggle switch
ent->count = !(ent->spawnflags & 1);
if (!ent->targetname || !(ent->spawnflags & 1) )
{
ent->e_ThinkFunc = thinkF_borg_bolt_think;
ent->nextthink = level.time + 1000;
}
else
{
ent->e_ThinkFunc = thinkF_NULL;
ent->nextthink = -1;
}
G_SoundIndex( "sound/enemies/borg/borgtaser.wav" );
gi.linkentity( ent );
}
//------------------------------------------
void SP_fx_borg_bolt( gentity_t *ent )
{
ent->e_ThinkFunc = thinkF_borg_bolt_link;
ent->nextthink = level.time + 1000;
gi.linkentity( ent );
}
/*QUAKED fx_crew_beam_in (0 0 1) (-16 -16 -4) (16 16 4) TELEPORT_OUT
Transporter effect, same as beam-in effect for NPC
TELEPORT_OUT -- play the teleport out effect, default effect is teleport in
"targetname" - (required) start effect when used.
"target" - (optional) If target is used, effect spawns at the origin of target. If not used, effect spawns at the origin of itself.
"type" - (optional) Select one from the list below, default will be Starfleet beam-in effect
1 - Starfleet (default)
2 - Borg
3 - Stasis
*/
//------------------------------------------
void crew_beam_in_use( gentity_t *self, gentity_t *other, gentity_t *activator )
{
gentity_t *target = NULL;
gentity_t *tent;
if (self->behaviorSet[BSET_USE])
{
G_ActivateBehavior(self,BSET_USE);
}
if ( self->target )
{
target = G_Find (target, FOFS(targetname), self->target);
if (!target)
{
Com_Printf( "crew_beam_in_use: unable to find target %s\n", self->target );
return;
}
VectorCopy( target->currentOrigin, self->s.pos.trBase );
}
switch ( self->count )
{
case BORG_TELEPORT_FX:
G_AddEvent( self, EV_BORG_TELEPORT, 0 );
break;
case STASIS_TELEPORT_FX:
tent = G_TempEntity( self->currentOrigin, EV_STASIS_TELEPORT_IN );
tent->owner = self;
tent->count = 0;
break;
default:
if ( self->spawnflags & 1 ) // teleport out
{
tent = G_TempEntity( self->s.pos.trBase, EV_PLAYER_TELEPORT_OUT );
}
else
{
tent = G_TempEntity( self->s.pos.trBase, EV_PLAYER_TELEPORT_IN );
}
tent->owner = target;
break;
}
}
//------------------------------------------
void SP_fx_crew_beam_in( gentity_t *ent )
{
G_SpawnInt( "type", "1", &ent->count );
if (ent->targetname)
{
ent->e_UseFunc = useF_crew_beam_in_use;
}
else
{
Com_Printf( "fx_crew_beam_in: no targetname was found!" );
}
// ent->svFlags |= SVF_BROADCAST;
VectorCopy( ent->s.origin, ent->s.pos.trBase );
gi.linkentity( ent );
}
/*QUAKED fx_stasis_teleporter (0 0 1) (-16 -16 -4) (16 16 4) STARTOFF
New stasis teleporter effect.
STARTOFF - Effect doesn't start until it's used.
"targetname" - (optional) toggles effect on/off when used.
*/
//------------------------------------------
void stasis_teleporter_think( gentity_t *ent )
{
gentity_t *entity_list[MAX_GENTITIES];
int count;
float dist = 256.0f * 256.0f, len;
vec3_t diff;
if ( !(ent->spawnflags & 2) ) // EXIT
{
// Effect should display proximity behaviour
count = G_RadiusList( ent->currentOrigin, 256, ent, qtrue, entity_list );
for ( int i = 0; i < count; i++ )
{
if ( entity_list[i]->client )
{
VectorSubtract( ent->currentOrigin, entity_list[i]->currentOrigin, diff );
len = VectorLengthSquared( diff );
if ( len < dist )
{
dist = len;
}
}
}
ent->radius = sqrt( dist );
}
G_AddEvent( ent, EV_FX_STASIS_TELEPORTER, 0 );
ent->nextthink = level.time + 100;
// This is all special case stuff--in stasis 1 there is a teleporter that gets turned into a mover.
if ( ent->s.eType == ET_MOVER )
{
if ( VectorCompare( ent->currentOrigin, ent->pos2 ) )
{
// We are done moving, so turn me back into what I really should be, otherwise my sounds won't play like they should.
ent->soundSet = "stasistransporter";
ent->s.eType = ET_GENERAL;
}
}
}
//------------------------------------------
void stasis_teleporter_use( gentity_t *self, gentity_t *other, gentity_t *activator )
{
if (self->behaviorSet[BSET_USE])
{
G_ActivateBehavior(self,BSET_USE);
}
if ( self->count )
{
// It was already on, so turn it off and ditch the soundset
self->e_ThinkFunc = thinkF_NULL;
self->soundSet = NULL;
}
else
{
// It wasn't on, so turn the thing on now
self->e_ThinkFunc = thinkF_stasis_teleporter_think;
self->nextthink = level.time + 100;
self->soundSet = "stasistransporter";
}
// Toggle the state
self->count = !self->count;
}
//------------------------------------------
void SP_fx_stasis_teleporter( gentity_t *ent )
{
// ent->svFlags |= SVF_BROADCAST;
VectorCopy( ent->s.origin, ent->s.pos.trBase );
gi.linkentity( ent );
if (ent->targetname)
{
ent->e_UseFunc = useF_stasis_teleporter_use;
}
if ( VALIDSTRING( ent->soundSet) == false && !(ent->spawnflags & 1) ) // START_OFF
{
ent->soundSet = "stasistransporter";
}
ent->count = !(ent->spawnflags & 1); //active flag
if (!ent->targetname || ent->count )
{
ent->e_ThinkFunc = thinkF_stasis_teleporter_think;
ent->nextthink = level.time + 1000;
if ( VALIDSTRING( ent->soundSet) == false )
{
ent->soundSet = "stasistransporter";
}
}
else
{
// We'll fire this thing up when it gets used
ent->e_ThinkFunc = thinkF_NULL;
ent->nextthink = -1;
}
}
/*QUAKED fx_stasis_mushrooms (0 0 1) (-16 -16 -4) (16 16 4)
Ambient effect for when the stasis mushrooms get used.
*/
//------------------------------------------
void stasis_mushroom_think( gentity_t *ent )
{
G_AddEvent( ent, EV_FX_STASIS_MUSHROOM, 0 );
ent->nextthink = level.time + 75;
// This thing will fire count times before shutting off.
if ( --ent->count < 1 )
{
ent->e_ThinkFunc = thinkF_NULL;
}
}
//------------------------------------------
void stasis_mushroom_use( gentity_t *self, gentity_t *other, gentity_t *activator )
{
if (self->behaviorSet[BSET_USE])
{
G_ActivateBehavior(self,BSET_USE);
}
// Turn the thing on for a bit
self->e_ThinkFunc = thinkF_stasis_mushroom_think;
self->nextthink = level.time + 75;
// This is the number of particles that get spewed per usage
self->count = 12;
}
//------------------------------------------
void SP_fx_stasis_mushrooms( gentity_t *ent )
{
// ent->svFlags |= SVF_BROADCAST;
VectorCopy( ent->s.origin, ent->s.pos.trBase );
gi.linkentity( ent );
ent->e_UseFunc = useF_stasis_mushroom_use;
}
/*QUAKED fx_dn_beam_glow (0 0 1) (-16 -16 -4) (16 16 4) STARTOFF
Dreadnought focusing beam glow
STARTOFF - effect starts off
"targetname" - (optional) toggles effect on/off when used.
"target" - (required) thing to apply effect to
"radius" - beam impact radius ( default 64 )
*/
//------------------------------------------
void dn_beam_glow( gentity_t *self )
{
// Check to see if this is the first time being called
if ( !self->owner )
{
self->owner = G_Find( NULL, FOFS(targetname), self->target );
if ( !self->owner )
{
// Not so good..so think no more
Com_Printf( "dn_beam_glow->think: target not found!" );
self->e_ThinkFunc = thinkF_NULL;
return;
}
}
vec3_t end, dir;
trace_t trace;
AngleVectors( self->owner->currentAngles, dir, NULL, NULL );
VectorMA( self->currentOrigin, 1024, dir, end );
gi.trace( &trace, self->currentOrigin, NULL, NULL, end, -1, CONTENTS_SOLID );//ignore
if ( trace.fraction < 1.0 )
{
// we impacted, so render the effect
VectorCopy( trace.endpos, self->pos1 );
VectorCopy( trace.plane.normal, self->pos2 );
G_AddEvent( self, EV_FX_DN_BEAM_GLOW, 0 );
}
self->nextthink = level.time + 100;
}
//------------------------------------------
void dn_beam_use( gentity_t *self, gentity_t *other, gentity_t *activator )
{
if ( self->e_ThinkFunc == thinkF_NULL )
{
// I was off, so turn me on.
self->e_ThinkFunc = thinkF_dn_beam_glow;
self->nextthink = level.time + 100;
}
else
{
// shut me off
self->e_ThinkFunc = thinkF_NULL;
}
}
//------------------------------------------
void SP_fx_dn_beam_glow( gentity_t *ent )
{
G_SpawnFloat( "radius", "64", &ent->radius );
G_SetOrigin( ent, ent->s.origin );//, ent->s.pos.trBase );
gi.linkentity( ent );
if ( ent->target )
{
ent->e_UseFunc = useF_dn_beam_use;
if ( !ent->spawnflags & 1 )
{
ent->e_ThinkFunc = thinkF_dn_beam_glow;
ent->nextthink = level.time + 100;
}
}
else
{
Com_Printf( "fx_dn_beam_glow: no target found!" );
}
}
/*QUAKED fx_garden_fountain (0 0 1) (-16 -16 -4) (16 16 4) STARTOFF
Simple fountain effect
STARTOFF - effect starts off
"targetname" - (optional) toggles effect on/off when used.
*/
//------------------------------------------
void garden_fountain_spurt( gentity_t *self )
{
G_AddEvent( self, EV_FX_GARDEN_FOUNTAIN_SPURT, 0 );
self->nextthink = level.time + 100;
}
//------------------------------------------
void garden_foutain_use( gentity_t *self, gentity_t *other, gentity_t *activator )
{
if ( self->e_ThinkFunc == thinkF_NULL )
{
// I was off, so turn me on.
self->e_ThinkFunc = thinkF_garden_fountain_spurt;
self->nextthink = level.time + 100;
}
else
{
// shut me off
self->e_ThinkFunc = thinkF_NULL;
}
}
//------------------------------------------
void SP_fx_garden_fountain( gentity_t *ent )
{
VectorCopy( ent->s.origin, ent->s.pos.trBase );
gi.linkentity( ent );
ent->e_UseFunc = useF_garden_fountain_use;
if ( !ent->spawnflags & 1 )
{
ent->e_ThinkFunc = thinkF_garden_fountain_spurt;
ent->nextthink = level.time + 100;
if ( VALIDSTRING( ent->soundSet) == false )
{
ent->soundSet = "fountain";
}
}
}