Elevators/doors

This commit is contained in:
Andrei Drexler 2002-05-29 13:49:26 +00:00
parent e8cdff3c96
commit 982792ea60
5 changed files with 114 additions and 169 deletions

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.39 2002/05/29 13:49:25 makro
// Elevators/doors
//
// Revision 1.38 2002/05/12 22:14:13 makro
// Impact sounds
//
@ -1510,22 +1513,25 @@ void BG_TouchJumpPad( playerState_t *ps, entityState_t *jumppad ) {
return;
}
// if we didn't hit this same jumppad the previous frame
// then don't play the event sound again if we are in a fat trigger
if ( ps->jumppad_ent != jumppad->number ) {
//Makro - disable all this for bot only triggers
if (!jumppad->powerups) {
// if we didn't hit this same jumppad the previous frame
// then don't play the event sound again if we are in a fat trigger
if ( ps->jumppad_ent != jumppad->number ) {
/*
vectoangles( jumppad->origin2, angles);
p = fabs( AngleNormalize180( angles[PITCH] ) );
if( p < 45 ) {
effectNum = 0;
} else {
effectNum = 1;
/*
vectoangles( jumppad->origin2, angles);
p = fabs( AngleNormalize180( angles[PITCH] ) );
if( p < 45 ) {
effectNum = 0;
} else {
effectNum = 1;
}
*/
// NiceAss: For cutsom sounds...
effectNum = jumppad->generic1;
BG_AddPredictableEventToPlayerstate( EV_JUMP_PAD, effectNum, ps );
}
*/
// NiceAss: For cutsom sounds...
effectNum = jumppad->generic1;
BG_AddPredictableEventToPlayerstate( EV_JUMP_PAD, effectNum, ps );
}
// remember hitting this jumppad this frame
ps->jumppad_ent = jumppad->number;

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.49 2002/05/29 13:49:25 makro
// Elevators/doors
//
// Revision 1.48 2002/05/27 06:51:20 niceass
// pressure support for targets
//
@ -884,6 +887,8 @@ void G_BreakGlass( gentity_t *ent, gentity_t *inflictor, gentity_t *attacker, ve
void SP_func_pressure( gentity_t *ent ) {
char *type;
char *s;
// Make it appear as the brush
trap_SetBrushModel( ent, ent->model );
trap_LinkEntity (ent);
@ -906,6 +911,11 @@ void SP_func_pressure( gentity_t *ent ) {
// ent->s.frame holds type
// ent->s.powerups holds speed
//Makro - added for elevators
if (G_SpawnString( "pathtarget","", &s)) {
Q_strncpyz(ent->pathtarget, s, sizeof(ent->pathtarget));
}
}
void G_CreatePressure(vec3_t origin, vec3_t normal, gentity_t *ent) {

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.41 2002/05/29 13:49:25 makro
// Elevators/doors
//
// Revision 1.40 2002/05/27 06:51:54 niceass
// FIXED SPELLING MISTACK
//
@ -1505,19 +1508,21 @@ void SP_func_door (gentity_t *ent) {
if ( ! (ent->flags & FL_TEAMSLAVE ) ) {
int health;
int makeTrigger = 1;
G_SpawnInt( "health", "0", &health );
if ( health ) {
ent->takedamage = qtrue;
}
//Makro - spectators should be able to go through doors with health/targetname
//plus, MatchTeam is called in the end, anyway
// if ( ent->targetname || health ) {
// // non touch/shoot doors
// ent->think = Think_MatchTeam;
// } else {
if ( ent->targetname || health ) {
//Makro - some doors don't need spectator triggers
G_SpawnInt( "nospectators", "0", &makeTrigger );
}
if (makeTrigger) {
ent->think = Think_SpawnNewDoorTrigger;
// }
} else {
ent->think = Think_MatchTeam;
}
}
//Elder: open areaportals for start_open doors
@ -1653,19 +1658,21 @@ void SP_func_door_rotating ( gentity_t *ent ) {
if ( ! (ent->flags & FL_TEAMSLAVE ) ) {
int health;
int makeTrigger = 1;
G_SpawnInt( "health", "0", &health );
if ( health ) {
ent->takedamage = qtrue;
}
//Makro - spectators should be able to go through doors with health/targetname
//plus, MatchTeam is called in the end, anyway
// if ( ent->targetname || health ) {
// // non touch/shoot doors
// ent->think = Think_MatchTeam;
// } else {
if ( ent->targetname || health ) {
//Makro - some doors don't need spectator triggers
G_SpawnInt( "nospectators", "0", &makeTrigger );
}
if (makeTrigger) {
ent->think = Think_SpawnNewDoorTrigger;
// }
} else {
ent->think = Think_MatchTeam;
}
}
}

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.18 2002/05/29 13:49:26 makro
// Elevators/doors
//
// Revision 1.17 2002/05/23 18:37:50 makro
// Bots should crouch more often when they attack with a SSG
// Made this depend on skill. Also, elevator stuff
@ -255,7 +258,11 @@ void SP_trigger_push( gentity_t *self ) {
//Makro - for bot-only triggers
if ( !(self->spawnflags & 1) ) {
self->r.svFlags &= ~SVF_NOCLIENT;
self->s.powerups = 0;
} else {
self->s.powerups = 1;
}
self->s.powerups = (self->spawnflags & 1);
self->s.eType = ET_PUSH_TRIGGER;
self->touch = trigger_push_touch;
self->think = AimAtTarget;

View file

@ -3,154 +3,69 @@
<pre>
<h1>Build Log</h1>
<h3>
--------------------Configuration: cgame - Win32 Release--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1A7.tmp" with contents
[
/nologo /G6 /ML /W4 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /Fp"Release/cgame.pch" /YX /Fo"Release/" /Fd"Release/" /FD /c
"C:\Games\Quake3\rq3source\reaction\game\bg_misc.c"
"C:\Games\Quake3\rq3source\reaction\game\bg_pmove.c"
"C:\Games\Quake3\rq3source\reaction\game\bg_slidemove.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_consolecmds.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_draw.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_drawtools.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_effects.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_ents.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_event.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_info.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_localents.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_main.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_marks.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_players.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_playerstate.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_predict.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_scoreboard.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_servercmds.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_snapshot.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_syscalls.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_view.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_weapons.c"
]
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1A7.tmp"
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1A8.tmp" with contents
[
/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"
.\Release\bg_misc.obj
.\Release\bg_pmove.obj
.\Release\bg_slidemove.obj
.\Release\cg_consolecmds.obj
.\Release\cg_draw.obj
.\Release\cg_drawtools.obj
.\Release\cg_effects.obj
.\Release\cg_ents.obj
.\Release\cg_event.obj
.\Release\cg_info.obj
.\Release\cg_localents.obj
.\Release\cg_main.obj
.\Release\cg_marks.obj
.\Release\cg_players.obj
.\Release\cg_playerstate.obj
.\Release\cg_predict.obj
.\Release\cg_scoreboard.obj
.\Release\cg_servercmds.obj
.\Release\cg_snapshot.obj
.\Release\cg_syscalls.obj
.\Release\cg_view.obj
.\Release\cg_weapons.obj
.\Release\q_math.obj
.\Release\q_shared.obj
.\Release\ui_shared.obj
]
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1A8.tmp"
<h3>Output Window</h3>
Compiling...
bg_misc.c
bg_pmove.c
bg_slidemove.c
cg_consolecmds.c
cg_draw.c
cg_drawtools.c
cg_effects.c
cg_ents.c
cg_event.c
cg_info.c
cg_localents.c
cg_main.c
cg_marks.c
cg_players.c
cg_playerstate.c
cg_predict.c
cg_scoreboard.c
C:\Games\Quake3\rq3source\reaction\cgame\cg_scoreboard.c(220) : warning C4101: 'RedSubs' : unreferenced local variable
C:\Games\Quake3\rq3source\reaction\cgame\cg_scoreboard.c(217) : warning C4101: 'subs' : unreferenced local variable
C:\Games\Quake3\rq3source\reaction\cgame\cg_scoreboard.c(220) : warning C4101: 'BlueSubs' : unreferenced local variable
cg_servercmds.c
cg_snapshot.c
cg_syscalls.c
cg_view.c
cg_weapons.c
Linking...
Creating library Release/cgamex86.lib and object Release/cgamex86.exp
<h3>Results</h3>
cgamex86.dll - 0 error(s), 3 warning(s)
<h3>
--------------------Configuration: game - Win32 Release--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP81.tmp" with contents
[
/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
"C:\Games\Quake3\rq3source\reaction\game\g_misc.c"
]
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP81.tmp"
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP82.tmp" with contents
[
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"
\reactionoutput\ai_chat.obj
\reactionoutput\ai_cmd.obj
\reactionoutput\ai_dmnet.obj
\reactionoutput\ai_dmq3.obj
\reactionoutput\ai_main.obj
\reactionoutput\ai_team.obj
\reactionoutput\ai_vcmd.obj
\reactionoutput\bg_misc.obj
\reactionoutput\bg_pmove.obj
\reactionoutput\bg_slidemove.obj
\reactionoutput\g_active.obj
\reactionoutput\g_arenas.obj
\reactionoutput\g_bot.obj
\reactionoutput\g_client.obj
\reactionoutput\g_cmds.obj
\reactionoutput\g_combat.obj
\reactionoutput\g_fileio.obj
\reactionoutput\g_items.obj
\reactionoutput\g_main.obj
\reactionoutput\g_matchmode.obj
\reactionoutput\g_mem.obj
\reactionoutput\g_misc.obj
\reactionoutput\g_missile.obj
\reactionoutput\g_mover.obj
\reactionoutput\g_session.obj
\reactionoutput\g_spawn.obj
\reactionoutput\g_svcmds.obj
\reactionoutput\g_syscalls.obj
\reactionoutput\g_target.obj
\reactionoutput\g_team.obj
\reactionoutput\g_teamplay.obj
\reactionoutput\g_trigger.obj
\reactionoutput\g_utils.obj
\reactionoutput\g_weapon.obj
\reactionoutput\q_math.obj
\reactionoutput\q_shared.obj
\reactionoutput\rxn_game.obj
\reactionoutput\zcam.obj
\reactionoutput\zcam_target.obj
]
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP82.tmp"
<h3>Output Window</h3>
Compiling...
g_misc.c
Linking...
Creating library c:\reactionoutput/qagamex86.lib and object c:\reactionoutput/qagamex86.exp
<h3>Results</h3>
qagamex86.dll - 0 error(s), 0 warning(s)
<h3>
--------------------Configuration: ui - Win32 Release TA--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1AC.tmp" with contents
[
/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
"C:\Games\Quake3\rq3source\reaction\game\bg_misc.c"
"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_atoms.c"
"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_gameinfo.c"
"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_main.c"
"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_players.c"
"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_syscalls.c"
]
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1AC.tmp"
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1AD.tmp" with contents
[
/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"
.\Release_TA\bg_misc.obj
.\Release_TA\q_math.obj
.\Release_TA\q_shared.obj
.\Release_TA\ui_atoms.obj
.\Release_TA\ui_gameinfo.obj
.\Release_TA\ui_main.obj
.\Release_TA\ui_players.obj
.\Release_TA\ui_shared.obj
.\Release_TA\ui_syscalls.obj
.\Release_TA\ui_util.obj
]
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1AD.tmp"
<h3>Output Window</h3>
Compiling...
bg_misc.c
ui_atoms.c
ui_gameinfo.c
ui_main.c
ui_players.c
ui_syscalls.c
Linking...
Creating library Release_TA/uix86.lib and object Release_TA/uix86.exp
<h3>Results</h3>
uix86.dll - 0 error(s), 0 warning(s)
</pre>
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