353 lines
7.9 KiB
C
353 lines
7.9 KiB
C
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#include "g_local.h"
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//==========================================================
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/*QUAKED target_steam (1 0 0) (-8 -8 -8) (8 8 8)
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Creates a steam effect (particles w/ velocity in a line).
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speed = velocity of particles (default 50)
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count = number of particles (default 32)
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sounds = color of particles (default 8 for steam)
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the color range is from this color to this color + 6
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wait = seconds to run before stopping (overrides default
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value derived from func_timer)
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best way to use this is to tie it to a func_timer that "pokes"
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it every second (or however long you set the wait time, above)
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note that the width of the base is proportional to the speed
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good colors to use:
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6-9 - varying whites (darker to brighter)
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224 - sparks
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176 - blue water
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80 - brown water
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208 - slime
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232 - blood
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*/
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void use_target_steam (edict_t *self, edict_t *other, edict_t *activator)
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{
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// FIXME - this needs to be a global
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static int nextid;
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vec3_t point;
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if (nextid > 20000)
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nextid = nextid %20000;
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nextid++;
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// automagically set wait from func_timer unless they set it already, or
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// default to 1000 if not called by a func_timer (eek!)
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if (!self->wait)
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if (other)
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self->wait = other->wait * 1000;
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else
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self->wait = 1000;
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if (self->enemy)
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{
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VectorMA (self->enemy->absmin, 0.5, self->enemy->size, 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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VectorMA (self->s.origin, self->plat2flags*0.5, self->movedir, point);
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if (self->wait > 100)
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{
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (TE_STEAM);
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gi.WriteShort (nextid);
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gi.WriteByte (self->count);
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gi.WritePosition (self->s.origin);
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gi.WriteDir (self->movedir);
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gi.WriteByte (self->sounds&0xff);
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gi.WriteShort ( (short int)(self->plat2flags) );
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gi.WriteLong ( (int)(self->wait) );
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gi.multicast (self->s.origin, MULTICAST_PVS);
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}
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else
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{
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (TE_STEAM);
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gi.WriteShort ((short int)-1);
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gi.WriteByte (self->count);
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gi.WritePosition (self->s.origin);
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gi.WriteDir (self->movedir);
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gi.WriteByte (self->sounds&0xff);
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gi.WriteShort ( (short int)(self->plat2flags) );
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gi.multicast (self->s.origin, MULTICAST_PVS);
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}
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}
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void target_steam_start (edict_t *self)
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{
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edict_t *ent;
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self->use = use_target_steam;
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if (self->target)
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{
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ent = G_Find (NULL, FOFS(targetname), self->target);
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if (!ent)
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gi.dprintf ("%s at %s: %s is a bad target\n", self->classname, vtos(self->s.origin), self->target);
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self->enemy = ent;
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}
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else
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{
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G_SetMovedir (self->s.angles, self->movedir);
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}
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if (!self->count)
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self->count = 32;
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if (!self->plat2flags)
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self->plat2flags = 75;
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if (!self->sounds)
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self->sounds = 8;
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if (self->wait)
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self->wait *= 1000; // we want it in milliseconds, not seconds
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// paranoia is good
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self->sounds &= 0xff;
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self->count &= 0xff;
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self->svflags = SVF_NOCLIENT;
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gi.linkentity (self);
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}
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void SP_target_steam (edict_t *self)
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{
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self->plat2flags = self->speed;
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if (self->target)
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{
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self->think = target_steam_start;
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self->nextthink = level.time + 1;
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}
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else
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target_steam_start (self);
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}
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//==========================================================
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// target_anger
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//==========================================================
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void target_anger_use (edict_t *self, edict_t *other, edict_t *activator)
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{
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edict_t *target;
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edict_t *t;
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t = NULL;
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target = G_Find (t, FOFS(targetname), self->killtarget);
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if (target && self->target)
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{
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// Make whatever a "good guy" so the monster will try to kill it!
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target->monsterinfo.aiflags |= AI_GOOD_GUY;
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target->svflags |= SVF_MONSTER;
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target->health = 300;
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t = NULL;
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while ((t = G_Find (t, FOFS(targetname), self->target)))
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{
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if (t == self)
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{
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gi.dprintf ("WARNING: entity used itself.\n");
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}
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else
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{
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if (t->use)
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{
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if (t->health < 0)
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{
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// if ((g_showlogic) && (g_showlogic->value))
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// gi.dprintf ("target_anger with dead monster!\n");
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return;
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}
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t->enemy = target;
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t->monsterinfo.aiflags |= AI_TARGET_ANGER;
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FoundTarget (t);
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}
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}
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if (!self->inuse)
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{
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gi.dprintf("entity was removed while using targets\n");
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return;
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}
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}
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}
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}
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/*QUAKED target_anger (1 0 0) (-8 -8 -8) (8 8 8)
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This trigger will cause an entity to be angry at another entity when a player touches it. Target the
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entity you want to anger, and killtarget the entity you want it to be angry at.
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target - entity to piss off
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killtarget - entity to be pissed off at
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*/
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void SP_target_anger (edict_t *self)
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{
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if (!self->target)
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{
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gi.dprintf("target_anger without target!\n");
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G_FreeEdict (self);
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return;
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}
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if (!self->killtarget)
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{
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gi.dprintf("target_anger without killtarget!\n");
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G_FreeEdict (self);
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return;
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}
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self->use = target_anger_use;
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self->svflags = SVF_NOCLIENT;
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}
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// ================
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// target_spawn
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// ================
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/*
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extern edict_t *CreateMonster(vec3_t origin, vec3_t angles, char *classname);
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void target_spawn_use (edict_t *self, edict_t *other, edict_t *activator)
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{
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edict_t *newEnt;
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newEnt = CreateMonster (self->s.origin, self->s.angles, "monster_infantry");
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if(newEnt)
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newEnt->enemy = other;
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}
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*/
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/*Q U AKED target_spawn (1 0 0) (-32 -32 -24) (32 32 72)
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*/
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/*
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void SP_target_spawn (edict_t *self)
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{
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self->use = target_spawn_use;
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self->svflags = SVF_NOCLIENT;
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}
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*/
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// ***********************************
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// target_killplayers
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// ***********************************
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void target_killplayers_use (edict_t *self, edict_t *other, edict_t *activator)
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{
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int i;
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edict_t *ent, *player;
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// kill the players
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for (i=0 ; i<game.maxclients ; i++)
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{
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player = &g_edicts[1+i];
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if (!player->inuse)
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continue;
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// nail it
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T_Damage (player, self, self, vec3_origin, self->s.origin, vec3_origin, 100000, 0, DAMAGE_NO_PROTECTION, MOD_TELEFRAG);
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}
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// kill any visible monsters
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for (ent = g_edicts; ent < &g_edicts[globals.num_edicts] ; ent++)
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{
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if (!ent->inuse)
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continue;
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if (ent->health < 1)
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continue;
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if (!ent->takedamage)
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continue;
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for(i=0;i<game.maxclients ; i++)
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{
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player = &g_edicts[1+i];
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if(!player->inuse)
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continue;
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if(visible(player, ent))
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{
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T_Damage (ent, self, self, vec3_origin, ent->s.origin, vec3_origin,
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ent->health, 0, DAMAGE_NO_PROTECTION, MOD_TELEFRAG);
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break;
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}
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}
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}
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}
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/*QUAKED target_killplayers (1 0 0) (-8 -8 -8) (8 8 8)
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When triggered, this will kill all the players on the map.
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*/
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void SP_target_killplayers (edict_t *self)
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{
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self->use = target_killplayers_use;
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self->svflags = SVF_NOCLIENT;
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}
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/*QUAKED target_blacklight (1 0 1) (-16 -16 -24) (16 16 24)
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Pulsing black light with sphere in the center
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*/
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void blacklight_think (edict_t *self)
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{
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self->s.angles[0] = rand()%360;
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self->s.angles[1] = rand()%360;
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self->s.angles[2] = rand()%360;
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self->nextthink = level.time + 0.1;
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}
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void SP_target_blacklight(edict_t *ent)
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{
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if (deathmatch->value)
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{ // auto-remove for deathmatch
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G_FreeEdict (ent);
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return;
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}
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VectorClear (ent->mins);
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VectorClear (ent->maxs);
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ent->s.effects |= (EF_TRACKERTRAIL|EF_TRACKER);
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ent->think = blacklight_think;
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ent->s.modelindex = gi.modelindex ("models/items/spawngro2/tris.md2");
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ent->s.frame = 1;
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ent->nextthink = level.time + 0.1;
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gi.linkentity (ent);
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}
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/*QUAKED target_orb (1 0 1) (-16 -16 -24) (16 16 24)
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Translucent pulsing orb with speckles
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*/
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void orb_think (edict_t *self)
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{
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self->s.angles[0] = rand()%360;
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self->s.angles[1] = rand()%360;
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self->s.angles[2] = rand()%360;
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// self->s.effects |= (EF_TRACKERTRAIL|EF_DOUBLE);
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self->nextthink = level.time + 0.1;
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}
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void SP_target_orb(edict_t *ent)
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{
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if (deathmatch->value)
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{ // auto-remove for deathmatch
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G_FreeEdict (ent);
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return;
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}
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VectorClear (ent->mins);
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VectorClear (ent->maxs);
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// ent->s.effects |= EF_TRACKERTRAIL;
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ent->think = orb_think;
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ent->nextthink = level.time + 0.1;
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ent->s.modelindex = gi.modelindex ("models/items/spawngro2/tris.md2");
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ent->s.frame = 2;
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ent->s.effects |= EF_SPHERETRANS;
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gi.linkentity (ent);
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}
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