// Miscellaneous items used in the Rogue XPACK /*QUAKED light_lantern (0 .5 0) (-10 -10 -20) (10 10 20) Light-emitting lantern. Default light value is 200 Default style is 0 */ void() light_lantern = { precache_model ("progs/lantern.mdl"); setmodel (self, "progs/lantern.mdl"); makestatic (self); }; /*QUAKED light_candle (0 .5 0) (-4 -4 -10) (4 4 10) Candle Default light value is 200 Default style is 0 */ void() light_candle = { precache_model ("progs/candle.mdl"); setmodel (self, "progs/candle.mdl"); makestatic (self); }; // ========================================== // rubble generator // ========================================== void() rubble_touch = { if ( other.classname == "player" || other.flags & FL_MONSTER ) { if ( vlen ( self.velocity ) > 0) { T_Damage ( other, self, self, 10 ); } } }; void() rubble_throw = { local vector throw; local entity rubble; rubble = find ( world, targetname, self.target ); throw = normalize ( rubble.origin - self.origin ); throw_x = throw_x + (random() * 0.2) - 0.1; throw_y = throw_y + (random() * 0.2) - 0.1; throw_z = throw_z + (random() * 0.2) - 0.1; rubble = spawn (); rubble.owner = self; rubble.classname = "rubble"; rubble.movetype = MOVETYPE_BOUNCE; rubble.solid = SOLID_BBOX; rubble.velocity = throw * 300; setmodel ( rubble, "progs/rubble.mdl"); setsize ( rubble, '-16 -16 -16', '16 16 16'); setorigin ( rubble, self.origin ); rubble.touch = rubble_touch; rubble.think = SUB_Remove; rubble.nextthink = time + 30; if (self.spawnflags & 1) rubble.skin = 1; else rubble.skin = 0; self.think = rubble_throw; self.nextthink = time + self.delay; }; void() rubble_use = { if (self.wait == 0) { self.think = rubble_throw; self.nextthink = time + self.delay; self.wait = 1; } else { self.nextthink = time - 1; self.wait = 0; } }; /*QUAKED rubble_generator (1 1 0) (-8 -8 -8) (8 8 8) LavaRock Active Rubble Generator - cave colored rock chunks flung at the target. Triggering the generator will turn it off and on. LavaRock - a lava rock texture, based on rich's pumice Active - start the generator immediately. delay - time between rubble pieces (Default 5 sec) */ void() rubble_generator = { precache_model ("progs/rubble.mdl"); if (!self.target) objerror ("rubble_generator has no target!"); if (!self.delay) self.delay = 5; self.solid = SOLID_NOT; self.use = rubble_use; if (self.spawnflags & 2) rubble_use(); }; void() trigEx_die = { SUB_UseTargets(); self.touch = SUB_Null; self.nextthink = time + 0.1; self.think = SUB_Remove; }; /*QUAKED trigger_explosion (.5 .5 .5) ? Variable sized repeatable trigger. Must be targeted at one or more entities. Only set off when killed, and is only damaged by T_RadiusDamage. health: amount of damage needed to set off trigger. */ void() trigger_explosion = { InitTrigger (); if (!self.health) self.health = 20; self.max_health = self.health; self.th_die = trigEx_die; self.takedamage = DAMAGE_YES; self.solid = SOLID_BBOX; setorigin (self, self.origin); // make sure it links into the world };