mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-11 07:42:15 +00:00
Elevators/doors
This commit is contained in:
parent
e8cdff3c96
commit
982792ea60
5 changed files with 114 additions and 169 deletions
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.39 2002/05/29 13:49:25 makro
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// Elevators/doors
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//
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// Revision 1.38 2002/05/12 22:14:13 makro
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// Impact sounds
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//
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@ -1510,22 +1513,25 @@ void BG_TouchJumpPad( playerState_t *ps, entityState_t *jumppad ) {
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return;
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}
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// if we didn't hit this same jumppad the previous frame
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// then don't play the event sound again if we are in a fat trigger
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if ( ps->jumppad_ent != jumppad->number ) {
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//Makro - disable all this for bot only triggers
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if (!jumppad->powerups) {
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// if we didn't hit this same jumppad the previous frame
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// then don't play the event sound again if we are in a fat trigger
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if ( ps->jumppad_ent != jumppad->number ) {
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/*
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vectoangles( jumppad->origin2, angles);
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p = fabs( AngleNormalize180( angles[PITCH] ) );
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if( p < 45 ) {
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effectNum = 0;
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} else {
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effectNum = 1;
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/*
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vectoangles( jumppad->origin2, angles);
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p = fabs( AngleNormalize180( angles[PITCH] ) );
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if( p < 45 ) {
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effectNum = 0;
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} else {
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effectNum = 1;
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}
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*/
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// NiceAss: For cutsom sounds...
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effectNum = jumppad->generic1;
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BG_AddPredictableEventToPlayerstate( EV_JUMP_PAD, effectNum, ps );
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}
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*/
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// NiceAss: For cutsom sounds...
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effectNum = jumppad->generic1;
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BG_AddPredictableEventToPlayerstate( EV_JUMP_PAD, effectNum, ps );
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}
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// remember hitting this jumppad this frame
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ps->jumppad_ent = jumppad->number;
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.49 2002/05/29 13:49:25 makro
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// Elevators/doors
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//
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// Revision 1.48 2002/05/27 06:51:20 niceass
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// pressure support for targets
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//
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@ -884,6 +887,8 @@ void G_BreakGlass( gentity_t *ent, gentity_t *inflictor, gentity_t *attacker, ve
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void SP_func_pressure( gentity_t *ent ) {
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char *type;
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char *s;
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// Make it appear as the brush
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trap_SetBrushModel( ent, ent->model );
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trap_LinkEntity (ent);
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@ -906,6 +911,11 @@ void SP_func_pressure( gentity_t *ent ) {
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// ent->s.frame holds type
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// ent->s.powerups holds speed
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//Makro - added for elevators
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if (G_SpawnString( "pathtarget","", &s)) {
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Q_strncpyz(ent->pathtarget, s, sizeof(ent->pathtarget));
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}
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}
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void G_CreatePressure(vec3_t origin, vec3_t normal, gentity_t *ent) {
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.41 2002/05/29 13:49:25 makro
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// Elevators/doors
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//
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// Revision 1.40 2002/05/27 06:51:54 niceass
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// FIXED SPELLING MISTACK
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//
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@ -1505,19 +1508,21 @@ void SP_func_door (gentity_t *ent) {
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if ( ! (ent->flags & FL_TEAMSLAVE ) ) {
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int health;
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int makeTrigger = 1;
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G_SpawnInt( "health", "0", &health );
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if ( health ) {
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ent->takedamage = qtrue;
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}
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//Makro - spectators should be able to go through doors with health/targetname
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//plus, MatchTeam is called in the end, anyway
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// if ( ent->targetname || health ) {
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// // non touch/shoot doors
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// ent->think = Think_MatchTeam;
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// } else {
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if ( ent->targetname || health ) {
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//Makro - some doors don't need spectator triggers
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G_SpawnInt( "nospectators", "0", &makeTrigger );
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}
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if (makeTrigger) {
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ent->think = Think_SpawnNewDoorTrigger;
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// }
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} else {
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ent->think = Think_MatchTeam;
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}
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}
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//Elder: open areaportals for start_open doors
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@ -1653,19 +1658,21 @@ void SP_func_door_rotating ( gentity_t *ent ) {
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if ( ! (ent->flags & FL_TEAMSLAVE ) ) {
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int health;
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int makeTrigger = 1;
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G_SpawnInt( "health", "0", &health );
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if ( health ) {
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ent->takedamage = qtrue;
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}
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//Makro - spectators should be able to go through doors with health/targetname
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//plus, MatchTeam is called in the end, anyway
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// if ( ent->targetname || health ) {
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// // non touch/shoot doors
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// ent->think = Think_MatchTeam;
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// } else {
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if ( ent->targetname || health ) {
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//Makro - some doors don't need spectator triggers
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G_SpawnInt( "nospectators", "0", &makeTrigger );
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}
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if (makeTrigger) {
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ent->think = Think_SpawnNewDoorTrigger;
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// }
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} else {
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ent->think = Think_MatchTeam;
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}
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}
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}
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.18 2002/05/29 13:49:26 makro
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// Elevators/doors
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//
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// Revision 1.17 2002/05/23 18:37:50 makro
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// Bots should crouch more often when they attack with a SSG
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// Made this depend on skill. Also, elevator stuff
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@ -255,7 +258,11 @@ void SP_trigger_push( gentity_t *self ) {
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//Makro - for bot-only triggers
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if ( !(self->spawnflags & 1) ) {
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self->r.svFlags &= ~SVF_NOCLIENT;
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self->s.powerups = 0;
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} else {
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self->s.powerups = 1;
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}
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self->s.powerups = (self->spawnflags & 1);
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self->s.eType = ET_PUSH_TRIGGER;
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self->touch = trigger_push_touch;
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self->think = AimAtTarget;
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@ -3,154 +3,69 @@
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<pre>
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<h1>Build Log</h1>
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<h3>
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--------------------Configuration: cgame - Win32 Release--------------------
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</h3>
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<h3>Command Lines</h3>
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Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1A7.tmp" with contents
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[
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/nologo /G6 /ML /W4 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /Fp"Release/cgame.pch" /YX /Fo"Release/" /Fd"Release/" /FD /c
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"C:\Games\Quake3\rq3source\reaction\game\bg_misc.c"
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"C:\Games\Quake3\rq3source\reaction\game\bg_pmove.c"
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"C:\Games\Quake3\rq3source\reaction\game\bg_slidemove.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_consolecmds.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_draw.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_drawtools.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_effects.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_ents.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_event.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_info.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_localents.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_main.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_marks.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_players.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_playerstate.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_predict.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_scoreboard.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_servercmds.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_snapshot.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_syscalls.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_view.c"
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"C:\Games\Quake3\rq3source\reaction\cgame\cg_weapons.c"
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]
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Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1A7.tmp"
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Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1A8.tmp" with contents
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[
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/nologo /base:"0x30000000" /subsystem:windows /dll /incremental:no /pdb:"Release/cgamex86.pdb" /map:"Release/cgamex86.map" /machine:I386 /def:".\cgame.def" /out:"../Release/cgamex86.dll" /implib:"Release/cgamex86.lib"
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.\Release\bg_misc.obj
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.\Release\bg_pmove.obj
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.\Release\bg_slidemove.obj
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.\Release\cg_consolecmds.obj
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.\Release\cg_draw.obj
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.\Release\cg_drawtools.obj
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.\Release\cg_effects.obj
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.\Release\cg_ents.obj
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.\Release\cg_event.obj
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.\Release\cg_info.obj
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.\Release\cg_localents.obj
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.\Release\cg_main.obj
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.\Release\cg_marks.obj
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.\Release\cg_players.obj
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.\Release\cg_playerstate.obj
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.\Release\cg_predict.obj
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.\Release\cg_scoreboard.obj
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.\Release\cg_servercmds.obj
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.\Release\cg_snapshot.obj
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.\Release\cg_syscalls.obj
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.\Release\cg_view.obj
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.\Release\cg_weapons.obj
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.\Release\q_math.obj
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.\Release\q_shared.obj
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.\Release\ui_shared.obj
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]
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Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1A8.tmp"
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<h3>Output Window</h3>
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Compiling...
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bg_misc.c
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bg_pmove.c
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bg_slidemove.c
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cg_consolecmds.c
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cg_draw.c
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cg_drawtools.c
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cg_effects.c
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cg_ents.c
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cg_event.c
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cg_info.c
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cg_localents.c
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cg_main.c
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cg_marks.c
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cg_players.c
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cg_playerstate.c
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cg_predict.c
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cg_scoreboard.c
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C:\Games\Quake3\rq3source\reaction\cgame\cg_scoreboard.c(220) : warning C4101: 'RedSubs' : unreferenced local variable
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C:\Games\Quake3\rq3source\reaction\cgame\cg_scoreboard.c(217) : warning C4101: 'subs' : unreferenced local variable
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C:\Games\Quake3\rq3source\reaction\cgame\cg_scoreboard.c(220) : warning C4101: 'BlueSubs' : unreferenced local variable
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cg_servercmds.c
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cg_snapshot.c
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cg_syscalls.c
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cg_view.c
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cg_weapons.c
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Linking...
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Creating library Release/cgamex86.lib and object Release/cgamex86.exp
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<h3>Results</h3>
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cgamex86.dll - 0 error(s), 3 warning(s)
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<h3>
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--------------------Configuration: game - Win32 Release--------------------
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</h3>
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<h3>Command Lines</h3>
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Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP81.tmp" with contents
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[
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/nologo /G6 /ML /W4 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /FR"c:\reactionoutput/" /Fp"c:\reactionoutput/game.pch" /YX /Fo"c:\reactionoutput/" /Fd"c:\reactionoutput/" /FD /c
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"C:\Games\Quake3\rq3source\reaction\game\g_misc.c"
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]
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Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP81.tmp"
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Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP82.tmp" with contents
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[
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kernel32.lib user32.lib winmm.lib /nologo /base:"0x20000000" /subsystem:windows /dll /incremental:no /pdb:"c:\reactionoutput/qagamex86.pdb" /map:"c:\reactionoutput/qagamex86.map" /machine:I386 /def:".\game.def" /out:"..\Release/qagamex86.dll" /implib:"c:\reactionoutput/qagamex86.lib"
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\reactionoutput\ai_chat.obj
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\reactionoutput\ai_cmd.obj
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\reactionoutput\ai_dmnet.obj
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\reactionoutput\ai_dmq3.obj
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\reactionoutput\ai_main.obj
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\reactionoutput\ai_team.obj
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\reactionoutput\ai_vcmd.obj
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\reactionoutput\bg_misc.obj
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\reactionoutput\bg_pmove.obj
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\reactionoutput\bg_slidemove.obj
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\reactionoutput\g_active.obj
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\reactionoutput\g_arenas.obj
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\reactionoutput\g_bot.obj
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\reactionoutput\g_client.obj
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\reactionoutput\g_cmds.obj
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\reactionoutput\g_combat.obj
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\reactionoutput\g_fileio.obj
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\reactionoutput\g_items.obj
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\reactionoutput\g_main.obj
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\reactionoutput\g_matchmode.obj
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\reactionoutput\g_mem.obj
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\reactionoutput\g_misc.obj
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\reactionoutput\g_missile.obj
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\reactionoutput\g_mover.obj
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\reactionoutput\g_session.obj
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\reactionoutput\g_spawn.obj
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\reactionoutput\g_svcmds.obj
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\reactionoutput\g_syscalls.obj
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\reactionoutput\g_target.obj
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\reactionoutput\g_team.obj
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\reactionoutput\g_teamplay.obj
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\reactionoutput\g_trigger.obj
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\reactionoutput\g_utils.obj
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\reactionoutput\g_weapon.obj
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\reactionoutput\q_math.obj
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\reactionoutput\q_shared.obj
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\reactionoutput\rxn_game.obj
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\reactionoutput\zcam.obj
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\reactionoutput\zcam_target.obj
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]
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Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP82.tmp"
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<h3>Output Window</h3>
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Compiling...
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g_misc.c
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Linking...
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Creating library c:\reactionoutput/qagamex86.lib and object c:\reactionoutput/qagamex86.exp
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<h3>Results</h3>
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qagamex86.dll - 0 error(s), 0 warning(s)
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<h3>
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--------------------Configuration: ui - Win32 Release TA--------------------
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</h3>
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<h3>Command Lines</h3>
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Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1AC.tmp" with contents
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[
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/nologo /G6 /ML /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "UI_EXPORTS" /Fp"Release_TA/ta_ui.pch" /YX /Fo"Release_TA/" /Fd"Release_TA/" /FD /c
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"C:\Games\Quake3\rq3source\reaction\game\bg_misc.c"
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"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_atoms.c"
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"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_gameinfo.c"
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"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_main.c"
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"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_players.c"
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"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_syscalls.c"
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]
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Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1AC.tmp"
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Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1AD.tmp" with contents
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[
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/nologo /base:"0x40000000" /dll /incremental:no /pdb:"Release_TA/uix86.pdb" /map:"Release_TA/uix86.map" /machine:I386 /def:".\ui.def" /out:"../Release/uix86.dll" /implib:"Release_TA/uix86.lib"
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.\Release_TA\bg_misc.obj
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.\Release_TA\q_math.obj
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.\Release_TA\q_shared.obj
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.\Release_TA\ui_atoms.obj
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.\Release_TA\ui_gameinfo.obj
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.\Release_TA\ui_main.obj
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.\Release_TA\ui_players.obj
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.\Release_TA\ui_shared.obj
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.\Release_TA\ui_syscalls.obj
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.\Release_TA\ui_util.obj
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]
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Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1AD.tmp"
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<h3>Output Window</h3>
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Compiling...
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bg_misc.c
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ui_atoms.c
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ui_gameinfo.c
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ui_main.c
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ui_players.c
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ui_syscalls.c
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Linking...
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Creating library Release_TA/uix86.lib and object Release_TA/uix86.exp
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<h3>Results</h3>
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uix86.dll - 0 error(s), 0 warning(s)
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</pre>
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</body>
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</html>
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Loading…
Reference in a new issue