Fixed my fix for doors-->spectators/players - NiceAss

This commit is contained in:
Bryce Hutchings 2001-11-11 23:59:17 +00:00
parent 05a49b6eae
commit fc52427dc8
3 changed files with 98 additions and 75 deletions

View file

@ -383,7 +383,8 @@ void G_TouchTriggers( gentity_t *ent ) {
if ( hit->s.eType != ET_TELEPORT_TRIGGER &&
// this is ugly but adding a new ET_? type will
// most likely cause network incompatibilities
hit->touch != Touch_DoorTrigger) {
// NiceAss: changed Touch_DoorTrigger to Touch_DoorTriggerSpectator
hit->touch != Touch_DoorTriggerSpectator) {
continue;
}
}

View file

@ -706,6 +706,7 @@ gentity_t *fire_prox( gentity_t *self, vec3_t start, vec3_t aimdir );
//
void G_RunMover( gentity_t *ent );
void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace );
void Touch_DoorTriggerSpectator( gentity_t *ent, gentity_t *other, trace_t *trace ); // NiceAss: Added
//
// g_trigger.c

View file

@ -1099,10 +1099,12 @@ void Blocked_Door( gentity_t *ent, gentity_t *other ) {
Touch_DoorTriggerSpectator
================
*/
static void Touch_DoorTriggerSpectator( gentity_t *ent, gentity_t *other, trace_t *trace ) {
void Touch_DoorTriggerSpectator( gentity_t *ent, gentity_t *other, trace_t *trace ) {
int i, axis;
vec3_t origin, dir, angles;
// NiceAss: Only let spectators teleport through a door.
if (other->client->sess.sessionTeam == TEAM_SPECTATOR) {
axis = ent->count;
VectorClear(dir);
if (fabs(other->s.origin[axis] - ent->r.absmax[axis]) <
@ -1123,6 +1125,7 @@ static void Touch_DoorTriggerSpectator( gentity_t *ent, gentity_t *other, trace_
vectoangles(dir, angles);
TeleportPlayer(other, origin, angles );
}
}
/*
================
@ -1130,6 +1133,8 @@ Touch_DoorTrigger
================
*/
void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace ) {
// NiceAss: Not needed now that door's have their own spectator trigger
/*
if ( other->client && other->client->sess.sessionTeam == TEAM_SPECTATOR ) {
// if the door is not open and not opening
if ( ent->parent->moverState != MOVER_1TO2 &&
@ -1139,10 +1144,11 @@ void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace ) {
Touch_DoorTriggerSpectator( ent, other, trace );
}
}
*/
//else if ( ent->parent->moverState != MOVER_1TO2 &&
//ent->parent->moverState != ROTATOR_1TO2 ) {
//Elder: we want to handle MOVER_1TO2 and ROTATOR_1TO2 now
else {
//else {
//Blaze's broken open door code
//Elder: not as broken as you think :)
if (other->client->openDoor == qtrue ||
@ -1152,7 +1158,7 @@ void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace ) {
other->client->openDoor = qfalse;
other->client->openDoorTime = 0;
}
}
//}
}
@ -1190,11 +1196,10 @@ void Think_SpawnNewDoorTrigger( gentity_t *ent ) {
best = i;
}
}
// NiceAss: This affected spectators near doors (jumping too soon)
// This was expanding the bounds of the door trigger out from the door 120 units.
//maxs[best] += 120;
//mins[best] -= 120;
maxs[best] += 120;
mins[best] -= 120;
// NiceAss: This trigger will be for players
// create a trigger with this size
other = G_Spawn ();
other->classname = "door_trigger";
@ -1207,6 +1212,22 @@ void Think_SpawnNewDoorTrigger( gentity_t *ent ) {
other->count = best;
trap_LinkEntity (other);
// NiceAss: This trigger will be for spectators
// NiceAss: Undo most of the stretched box size so it is only a little bigger than the door
maxs[best] -= 110;
mins[best] += 110;
other = G_Spawn ();
other->classname = "door_trigger_spectator";
VectorCopy (mins, other->r.mins);
VectorCopy (maxs, other->r.maxs);
other->parent = ent;
other->r.contents = CONTENTS_TRIGGER;
other->touch = Touch_DoorTriggerSpectator;
// remember the thinnest axis
other->count = best;
trap_LinkEntity (other);
MatchTeam( ent, ent->moverState, level.time );
}