mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-23 04:22:27 +00:00
1573 lines
No EOL
43 KiB
C++
1573 lines
No EOL
43 KiB
C++
/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#include "g_headers.h"
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#include "g_local.h"
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#include "g_functions.h"
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#include "b_local.h"
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#include "anims.h"
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#include "bg_local.h"
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#include <JKXR/VrClientInfo.h>
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#define ENTDIST_PLAYER 1
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#define ENTDIST_NPC 2
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extern qboolean G_PointInBounds( const vec3_t point, const vec3_t mins, const vec3_t maxs );
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extern qboolean G_ClearTrace( const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int ignore, int clipmask );
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extern qboolean SpotWouldTelefrag2( gentity_t *mover, vec3_t dest );
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extern qboolean PM_CrouchAnim( int anim );
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void InitTrigger( gentity_t *self ) {
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if (!VectorCompare (self->s.angles, vec3_origin))
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G_SetMovedir (self->s.angles, self->movedir);
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gi.SetBrushModel( self, self->model );
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self->contents = CONTENTS_TRIGGER; // replaces the -1 from gi.SetBrushModel
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self->svFlags = SVF_NOCLIENT;
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if(self->spawnflags & 128)
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{
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self->svFlags |= SVF_INACTIVE;
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}
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}
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// the wait time has passed, so set back up for another activation
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void multi_wait( gentity_t *ent ) {
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ent->nextthink = 0;
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}
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// the trigger was just activated
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// ent->activator should be set to the activator so it can be held through a delay
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// so wait for the delay time before firing
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void multi_trigger_run( gentity_t *ent )
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{
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ent->e_ThinkFunc = thinkF_NULL;
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G_ActivateBehavior( ent, BSET_USE );
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if ( ent->soundSet && ent->soundSet[0] )
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{
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gi.SetConfigstring( CS_AMBIENT_SET, ent->soundSet );
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}
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G_UseTargets (ent, ent->activator);
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if ( ent->noise_index )
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{
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G_Sound( ent->activator, ent->noise_index );
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}
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if ( ent->target2 && ent->target2[0] && ent->wait >= 0 )
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{
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ent->e_ThinkFunc = thinkF_trigger_cleared_fire;
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ent->nextthink = level.time + ent->speed;
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}
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else if ( ent->wait > 0 )
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{
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if ( ent->painDebounceTime != level.time )
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{//first ent to touch it this frame
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//ent->e_ThinkFunc = thinkF_multi_wait;
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ent->nextthink = level.time + ( ent->wait + ent->random * Q_flrand(-1.0f, 1.0f) ) * 1000;
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ent->painDebounceTime = level.time;
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}
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}
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else if ( ent->wait < 0 )
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{
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// we can't just remove (self) here, because this is a touch function
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// called while looping through area links...
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ent->contents &= ~CONTENTS_TRIGGER;//so the EntityContact trace doesn't have to be done against me
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ent->e_TouchFunc = touchF_NULL;
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ent->e_UseFunc = useF_NULL;
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//Don't remove, Icarus may barf?
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//ent->nextthink = level.time + FRAMETIME;
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//ent->think = G_FreeEntity;
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}
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if( ent->activator && ent->activator->s.number == 0 )
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{ // mark the trigger as being touched by the player
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ent->aimDebounceTime = level.time;
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}
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}
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void multi_trigger( gentity_t *ent, gentity_t *activator )
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{
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if ( ent->e_ThinkFunc == thinkF_multi_trigger_run )
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{//already triggered, just waiting to run
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return;
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}
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if ( ent->nextthink > level.time )
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{
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if( ent->spawnflags & 2048 ) // MULTIPLE - allow multiple entities to touch this trigger in a single frame
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{
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if ( ent->painDebounceTime && ent->painDebounceTime != level.time )
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{//this should still allow subsequent ents to fire this trigger in the current frame
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return; // can't retrigger until the wait is over
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}
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}
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else
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{
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return;
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}
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}
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// if the player has already activated this trigger this frame
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if( activator && !activator->s.number && ent->aimDebounceTime == level.time )
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{
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return;
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}
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if ( ent->svFlags & SVF_INACTIVE )
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{//Not active at this time
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return;
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}
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ent->activator = activator;
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if(ent->delay && ent->painDebounceTime < (level.time + ent->delay) )
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{//delay before firing trigger
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ent->e_ThinkFunc = thinkF_multi_trigger_run;
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ent->nextthink = level.time + ent->delay;
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ent->painDebounceTime = level.time;
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}
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else
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{
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multi_trigger_run (ent);
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}
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}
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void Use_Multi( gentity_t *ent, gentity_t *other, gentity_t *activator )
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{
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multi_trigger( ent, activator );
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}
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void Touch_Multi( gentity_t *self, gentity_t *other, trace_t *trace )
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{
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if( !other->client )
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{
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return;
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}
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if ( self->svFlags & SVF_INACTIVE )
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{//set by target_deactivate
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return;
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}
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if( self->noDamageTeam )
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{
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if ( other->client->playerTeam != self->noDamageTeam )
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{
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return;
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}
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}
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// moved to just above multi_trigger because up here it just checks if the trigger is not being touched
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// we want it to check any conditions set on the trigger, if one of those isn't met, the trigger is considered to be "cleared"
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// if ( self->e_ThinkFunc == thinkF_trigger_cleared_fire )
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// {//We're waiting to fire our target2 first
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// self->nextthink = level.time + self->speed;
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// return;
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// }
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if ( self->spawnflags & 1 )
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{
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if ( other->s.number != 0 )
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{
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return;
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}
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}
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else
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{
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if ( self->spawnflags & 16 )
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{//NPCONLY
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if ( other->NPC == NULL )
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{
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return;
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}
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}
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if ( self->NPC_targetname && self->NPC_targetname[0] )
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{
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if ( other->script_targetname && other->script_targetname[0] )
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{
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if ( Q_stricmp( self->NPC_targetname, other->script_targetname ) != 0 )
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{//not the right guy to fire me off
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return;
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}
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}
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else
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{
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return;
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}
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}
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}
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bool thirdPersonActive = gi.cvar("cg_thirdPerson", "0", CVAR_TEMP)->integer;
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bool useGestureEnabled = gi.cvar("vr_gesture_triggered_use", "1", CVAR_ARCHIVE)->integer; // defined in VrCvars.h
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bool useGestureAllowed = useGestureEnabled && !thirdPersonActive;
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if ( (self->spawnflags & 2) && ( !( self->spawnflags & 4 ) || ( ( self->spawnflags & 4) && !useGestureAllowed ) ) )
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{ // FACING and... ...is not USE_BUTTON or... ...is USE_BUTTON but use gestures are not active
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// In case of buttons activated by use gesture, we do not need to check if we are facing them as we are touching them by hand.
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vec3_t forward;
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if ( other->client )
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{
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if ( (other->client->ps.clientNum == 0) && (self->spawnflags & 4) && !thirdPersonActive )
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{
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// In case of USE_BUTTON, check facing by controller and not by head (if not in 3rd person)
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vec3_t origin, angles;
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BG_CalculateVRWeaponPosition(origin, angles);
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AngleVectors( angles, forward, NULL, NULL );
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}
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else
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{
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AngleVectors( other->client->ps.viewangles, forward, NULL, NULL );
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}
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}
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else
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{
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AngleVectors( other->currentAngles, forward, NULL, NULL );
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}
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if ( DotProduct( self->movedir, forward ) < 0.5 )
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{//Not Within 45 degrees
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return;
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}
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}
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if ( self->spawnflags & 4 )
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{//USE_BUTTON
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if ( !other->client )
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{
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return;
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}
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if( !( other->client->usercmd.buttons & ( BUTTON_USE | BUTTON_ALT_USE ) ) )
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{//not pressing use button
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return;
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}
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}
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if ( self->spawnflags & 8 )
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{//FIRE_BUTTON
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if ( !other->client )
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{
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return;
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}
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if( !( other->client->ps.eFlags & EF_FIRING /*usercmd.buttons & BUTTON_ATTACK*/ ) &&
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!( other->client->ps.eFlags & EF_ALT_FIRING/*usercmd.buttons & BUTTON_ALT_ATTACK*/ ) )
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{//not pressing fire button or altfire button
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return;
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}
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//FIXME: do we care about the sniper rifle or not?
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if( other->s.number == 0 && ( other->client->ps.weapon > MAX_PLAYER_WEAPONS || other->client->ps.weapon <= WP_NONE ) )
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{//don't care about non-player weapons if this is the player
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return;
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}
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}
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if ( other->client && self->radius )
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{
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vec3_t eyeSpot;
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//Only works if your head is in it, but we allow leaning out
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//NOTE: We don't use CalcEntitySpot SPOT_HEAD because we don't want this
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//to be reliant on the physical model the player uses.
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VectorCopy(other->currentOrigin, eyeSpot);
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eyeSpot[2] += other->client->ps.viewheight;
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if ( G_PointInBounds( eyeSpot, self->absmin, self->absmax ) )
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{
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if( !( other->client->ps.eFlags & EF_FIRING ) &&
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!( other->client->ps.eFlags & EF_ALT_FIRING ) )
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{//not attacking, so hiding bonus
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//FIXME: should really have sound events clear the hiddenDist
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other->client->hiddenDist = self->radius;
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//NOTE: movedir HAS to be normalized!
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if ( VectorLength( self->movedir ) )
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{//They can only be hidden from enemies looking in this direction
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VectorCopy( self->movedir, other->client->hiddenDir );
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}
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else
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{
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VectorClear( other->client->hiddenDir );
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}
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}
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}
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}
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if ( self->spawnflags & 4 )
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{//USE_BUTTON
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if (other->client->ps.clientNum == 0 && !useGestureAllowed) {
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int channel = vr->right_handed ? 1 : 2;
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if (level.time > vr->useHapticFeedbackTime[channel - 1]) {
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cgi_HapticEvent("use_button", 0, channel, 60, 0, 0);
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vr->useHapticFeedbackTime[channel - 1] = level.time + + USE_HAPTIC_FEEDBACK_DELAY;
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}
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}
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NPC_SetAnim( other, SETANIM_TORSO, BOTH_BUTTON_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
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/*
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if ( !VectorLengthSquared( other->client->ps.velocity ) && !PM_CrouchAnim( other->client->ps.legsAnim ) )
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{
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NPC_SetAnim( other, SETANIM_LEGS, BOTH_BUTTON_HOLD, SETANIM_FLAG_NORMAL|SETANIM_FLAG_HOLD );
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}
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*/
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//other->client->ps.weaponTime = other->client->ps.torsoAnimTimer;
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}
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if ( self->e_ThinkFunc == thinkF_trigger_cleared_fire )
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{//We're waiting to fire our target2 first
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self->nextthink = level.time + self->speed;
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return;
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}
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multi_trigger( self, other );
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}
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void trigger_cleared_fire (gentity_t *self)
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{
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G_UseTargets2( self, self->activator, self->target2 );
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self->e_ThinkFunc = thinkF_NULL;
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// should start the wait timer now, because the trigger's just been cleared, so we must "wait" from this point
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if ( self->wait > 0 )
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{
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self->nextthink = level.time + ( self->wait + self->random * Q_flrand(-1.0f, 1.0f) ) * 1000;
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}
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}
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qboolean G_TriggerActive( gentity_t *self )
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{
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if ( self->svFlags & SVF_INACTIVE )
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{//set by target_deactivate
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return qfalse;
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}
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if ( self->spawnflags & 1 )
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{//player only
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return qfalse;
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}
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/*
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???
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if ( self->spawnflags & 4 )
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{//USE_BUTTON
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return qfalse;
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}
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*/
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/*
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???
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if ( self->spawnflags & 8 )
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{//FIRE_BUTTON
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return qfalse;
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}
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*/
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/*
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if ( self->radius )
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{//Only works if your head is in it, but we allow leaning out
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//NOTE: We don't use CalcEntitySpot SPOT_HEAD because we don't want this
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//to be reliant on the physical model the player uses.
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return qfalse;
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}
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*/
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return qtrue;
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}
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/*QUAKED trigger_multiple (.1 .5 .1) ? PLAYERONLY FACING USE_BUTTON FIRE_BUTTON NPCONLY x x INACTIVE MULTIPLE
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PLAYERONLY - only a player can trigger this by touch
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FACING - Won't fire unless triggering ent's view angles are within 45 degrees of trigger's angles (in addition to any other conditions)
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USE_BUTTON - Won't fire unless player is in it and pressing use button (in addition to any other conditions)
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FIRE_BUTTON - Won't fire unless player/NPC is in it and pressing fire button (in addition to any other conditions)
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NPCONLY - only non-player NPCs can trigger this by touch
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INACTIVE - Start off, has to be activated to be touchable/usable
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MULTIPLE - multiple entities can touch this trigger in a single frame *and* if needed, the trigger can have a wait of > 0
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"wait" Seconds between triggerings, 0 default, number < 0 means one time only.
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"random" wait variance, default is 0
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"delay" how many seconds to wait to fire targets after tripped
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"hiderange" As long as NPC's head is in this trigger, NPCs out of this hiderange cannot see him. If you set an angle on the trigger, they're only hidden from enemies looking in that direction. the player's crouch viewheight is 36, his standing viewheight is 54. So a trigger thast should hide you when crouched but not standing should be 48 tall.
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"target2" The trigger will fire this only when the trigger has been activated and subsequently 'cleared'( once any of the conditions on the trigger have not been satisfied). This will not fire the "target" more than once until the "target2" is fired (trigger field is 'cleared')
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"speed" How many seconds to wait to fire the target2, default is 1
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"noise" Sound to play when the trigger fires (plays at activator's origin)
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Variable sized repeatable trigger. Must be targeted at one or more entities.
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so, the basic time between firing is a random time between
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(wait - random) and (wait + random)
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"NPC_targetname" - If set, only an NPC with a matching NPC_targetname will trip this trigger
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"team" - If set, only this team can trip this trigger
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player
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enemy
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neutral
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"soundSet" Ambient sound set to play when this trigger is activated
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*/
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team_t TranslateTeamName( const char *name );
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void SP_trigger_multiple( gentity_t *ent )
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{
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char buffer[MAX_QPATH];
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char *s;
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if ( G_SpawnString( "noise", "*NOSOUND*", &s ) )
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{
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Q_strncpyz( buffer, s, sizeof(buffer) );
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COM_DefaultExtension( buffer, sizeof(buffer), ".wav");
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ent->noise_index = G_SoundIndex(buffer);
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}
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G_SpawnFloat( "wait", "0", &ent->wait );//was 0.5 ... but that means wait can never be zero... we should probably put it back to 0.5, though...
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G_SpawnFloat( "random", "0", &ent->random );
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if ( (ent->wait > 0) && (ent->random >= ent->wait) ) {
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ent->random = ent->wait - FRAMETIME;
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gi.Printf(S_COLOR_YELLOW"trigger_multiple has random >= wait\n");
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}
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ent->delay *= 1000;//1 = 1 msec, 1000 = 1 sec
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if ( !ent->speed && ent->target2 && ent->target2[0] )
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{
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ent->speed = 1000;
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}
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else
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{
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ent->speed *= 1000;
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}
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ent->e_TouchFunc = touchF_Touch_Multi;
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ent->e_UseFunc = useF_Use_Multi;
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if ( ent->team && ent->team[0] )
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{
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ent->noDamageTeam = TranslateTeamName( ent->team );
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ent->team = NULL;
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}
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InitTrigger( ent );
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gi.linkentity (ent);
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}
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/*QUAKED trigger_once (.5 1 .5) ? PLAYERONLY FACING USE_BUTTON FIRE_BUTTON NPCONLY x x INACTIVE MULTIPLE
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PLAYERONLY - only a player can trigger this by touch
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FACING - Won't fire unless triggering ent's view angles are within 45 degrees of trigger's angles (in addition to any other conditions)
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USE_BUTTON - Won't fire unless player is in it and pressing use button (in addition to any other conditions)
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FIRE_BUTTON - Won't fire unless player/NPC is in it and pressing fire button (in addition to any other conditions)
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NPCONLY - only non-player NPCs can trigger this by touch
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INACTIVE - Start off, has to be activated to be touchable/usable
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MULTIPLE - multiple entities can touch this trigger in a single frame *and* if needed, the trigger can have a wait of > 0
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"random" wait variance, default is 0
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"delay" how many seconds to wait to fire targets after tripped
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Variable sized repeatable trigger. Must be targeted at one or more entities.
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so, the basic time between firing is a random time between
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(wait - random) and (wait + random)
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"noise" Sound to play when the trigger fires (plays at activator's origin)
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|
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"NPC_targetname" - If set, only an NPC with a matching NPC_targetname will trip this trigger
|
|
"team" - If set, only this team can trip this trigger
|
|
player
|
|
enemy
|
|
neutral
|
|
|
|
"soundSet" Ambient sound set to play when this trigger is activated
|
|
*/
|
|
void SP_trigger_once( gentity_t *ent )
|
|
{
|
|
char buffer[MAX_QPATH];
|
|
char *s;
|
|
if ( G_SpawnString( "noise", "*NOSOUND*", &s ) )
|
|
{
|
|
Q_strncpyz( buffer, s, sizeof(buffer) );
|
|
COM_DefaultExtension( buffer, sizeof(buffer), ".wav");
|
|
ent->noise_index = G_SoundIndex(buffer);
|
|
}
|
|
|
|
ent->wait = -1;
|
|
|
|
ent->e_TouchFunc = touchF_Touch_Multi;
|
|
ent->e_UseFunc = useF_Use_Multi;
|
|
|
|
if ( ent->team && ent->team[0] )
|
|
{
|
|
ent->noDamageTeam = TranslateTeamName( ent->team );
|
|
ent->team = NULL;
|
|
}
|
|
|
|
ent->delay *= 1000;//1 = 1 msec, 1000 = 1 sec
|
|
|
|
InitTrigger( ent );
|
|
gi.linkentity (ent);
|
|
}
|
|
|
|
|
|
/*QUAKED trigger_bidirectional (.1 .5 .1) ? PLAYER_ONLY x x x x x x INACTIVE
|
|
NOT IMPLEMENTED
|
|
INACTIVE - Start off, has to be activated to be touchable/usable
|
|
|
|
set "angle" for forward direction
|
|
Fires "target" when someone moves through it in direction of angle
|
|
Fires "backwardstarget" when someone moves through it in the opposite direction of angle
|
|
|
|
"NPC_targetname" - If set, only an NPC with a matching NPC_targetname will trip this trigger
|
|
|
|
"wait" - how long to wait between triggerings
|
|
|
|
TODO:
|
|
count
|
|
*/
|
|
void SP_trigger_bidirectional( gentity_t *ent )
|
|
{
|
|
G_FreeEntity(ent);
|
|
//FIXME: Implement
|
|
/* if(!ent->wait)
|
|
{
|
|
ent->wait = -1;
|
|
}
|
|
|
|
ent->touch = Touch_Multi;
|
|
ent->use = Use_Multi;
|
|
|
|
InitTrigger( ent );
|
|
gi.linkentity (ent);
|
|
*/
|
|
}
|
|
|
|
/*QUAKED trigger_location (.1 .5 .1) ?
|
|
When an ent is asked for it's location, it will return this ent's "message" field if it is in it.
|
|
"message" - location name
|
|
|
|
NOTE: always rectangular
|
|
*/
|
|
char *G_GetLocationForEnt( gentity_t *ent )
|
|
{
|
|
vec3_t mins, maxs;
|
|
gentity_t *found = NULL;
|
|
|
|
VectorAdd( ent->currentOrigin, ent->mins, mins );
|
|
VectorAdd( ent->currentOrigin, ent->maxs, maxs );
|
|
|
|
while( (found = G_Find(found, FOFS(classname), "trigger_location")) != NULL )
|
|
{
|
|
if ( gi.EntityContact( mins, maxs, found ) )
|
|
{
|
|
return found->message;
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
void SP_trigger_location( gentity_t *ent )
|
|
{
|
|
if ( !ent->message || !ent->message[0] )
|
|
{
|
|
gi.Printf("WARNING: trigger_location with no message!\n");
|
|
G_FreeEntity(ent);
|
|
return;
|
|
}
|
|
|
|
gi.SetBrushModel( ent, ent->model );
|
|
ent->contents = 0;
|
|
ent->svFlags = SVF_NOCLIENT;
|
|
|
|
gi.linkentity (ent);
|
|
}
|
|
/*
|
|
==============================================================================
|
|
|
|
trigger_always
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
void trigger_always_think( gentity_t *ent ) {
|
|
G_UseTargets(ent, ent);
|
|
G_FreeEntity( ent );
|
|
}
|
|
|
|
/*QUAKED trigger_always (.1 .5 .1) (-8 -8 -8) (8 8 8)
|
|
This trigger will always fire. It is activated by the world.
|
|
*/
|
|
void SP_trigger_always (gentity_t *ent) {
|
|
// we must have some delay to make sure our use targets are present
|
|
ent->nextthink = level.time + 300;
|
|
ent->e_ThinkFunc = thinkF_trigger_always_think;
|
|
}
|
|
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
trigger_push
|
|
|
|
==============================================================================
|
|
*/
|
|
#define PUSH_CONVEYOR 32
|
|
void trigger_push_touch (gentity_t *self, gentity_t *other, trace_t *trace ) {
|
|
if ( self->svFlags & SVF_INACTIVE )
|
|
{//set by target_deactivate
|
|
return;
|
|
}
|
|
|
|
if( level.time < self->painDebounceTime + self->wait ) // normal 'wait' check
|
|
{
|
|
if( self->spawnflags & 2048 ) // MULTIPLE - allow multiple entities to touch this trigger in one frame
|
|
{
|
|
if ( self->painDebounceTime && level.time > self->painDebounceTime ) // if we haven't reached the next frame continue to let ents touch the trigger
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
else // only allowing one ent per frame to touch trigger
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
// if the player has already activated this trigger this frame
|
|
if( other && !other->s.number && self->aimDebounceTime == level.time )
|
|
{
|
|
return;
|
|
}
|
|
|
|
|
|
if( self->spawnflags & PUSH_CONVEYOR )
|
|
{ // only push player if he's on the ground
|
|
if( other->s.groundEntityNum == ENTITYNUM_NONE )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( self->spawnflags & 1 )
|
|
{//PLAYERONLY
|
|
if ( other->s.number != 0 )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( self->spawnflags & 8 )
|
|
{//NPCONLY
|
|
if ( other->NPC == NULL )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( !other->client ) {
|
|
if ( other->s.pos.trType != TR_STATIONARY && other->s.pos.trType != TR_LINEAR_STOP && other->s.pos.trType != TR_NONLINEAR_STOP && VectorLengthSquared( other->s.pos.trDelta ) )
|
|
{//already moving
|
|
VectorCopy( other->currentOrigin, other->s.pos.trBase );
|
|
VectorCopy( self->s.origin2, other->s.pos.trDelta );
|
|
other->s.pos.trTime = level.time;
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( other->client->ps.pm_type != PM_NORMAL ) {
|
|
return;
|
|
}
|
|
|
|
if ( (self->spawnflags&16) )
|
|
{//relative, dir to it * speed
|
|
vec3_t dir;
|
|
VectorSubtract( self->s.origin2, other->currentOrigin, dir );
|
|
if ( self->speed )
|
|
{
|
|
VectorNormalize( dir );
|
|
VectorScale( dir, self->speed, dir );
|
|
}
|
|
VectorCopy( dir, other->client->ps.velocity );
|
|
}
|
|
else if ( (self->spawnflags&4) )
|
|
{//linear dir * speed
|
|
VectorScale( self->s.origin2, self->speed, other->client->ps.velocity );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( self->s.origin2, other->client->ps.velocity );
|
|
}
|
|
//so we don't take damage unless we land lower than we start here...
|
|
other->client->ps.forceJumpZStart = 0;
|
|
other->client->ps.pm_flags |= PMF_TRIGGER_PUSHED;//pushed by a trigger
|
|
other->client->ps.jumpZStart = other->client->ps.origin[2];
|
|
|
|
if ( self->wait == -1 )
|
|
{
|
|
self->e_TouchFunc = touchF_NULL;
|
|
}
|
|
else if ( self->wait > 0 )
|
|
{
|
|
self->painDebounceTime = level.time;
|
|
|
|
}
|
|
if( other && !other->s.number )
|
|
{ // mark that the player has activated this trigger this frame
|
|
self->aimDebounceTime =level.time;
|
|
}
|
|
}
|
|
|
|
#define PUSH_CONSTANT 2
|
|
|
|
/*
|
|
=================
|
|
AimAtTarget
|
|
|
|
Calculate origin2 so the target apogee will be hit
|
|
=================
|
|
*/
|
|
void AimAtTarget( gentity_t *self )
|
|
{
|
|
gentity_t *ent;
|
|
vec3_t origin;
|
|
float height, gravity, time, forward;
|
|
float dist;
|
|
|
|
VectorAdd( self->absmin, self->absmax, origin );
|
|
VectorScale ( origin, 0.5, origin );
|
|
|
|
ent = G_PickTarget( self->target );
|
|
if ( !ent )
|
|
{
|
|
G_FreeEntity( self );
|
|
return;
|
|
}
|
|
|
|
if ( self->classname && !Q_stricmp( "trigger_push", self->classname ) )
|
|
{
|
|
if ( (self->spawnflags&2) )
|
|
{//check once a second to see if we should activate or deactivate ourselves
|
|
self->e_ThinkFunc = thinkF_trigger_push_checkclear;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
if ( (self->spawnflags&16) )
|
|
{//relative, not an arc or linear
|
|
VectorCopy( ent->currentOrigin, self->s.origin2 );
|
|
return;
|
|
}
|
|
else if ( (self->spawnflags&4) )
|
|
{//linear, not an arc
|
|
VectorSubtract( ent->currentOrigin, origin, self->s.origin2 );
|
|
VectorNormalize( self->s.origin2 );
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( self->classname && !Q_stricmp( "target_push", self->classname ) )
|
|
{
|
|
if( self->spawnflags & PUSH_CONSTANT )
|
|
{
|
|
VectorSubtract ( ent->s.origin, self->s.origin, self->s.origin2 );
|
|
VectorNormalize( self->s.origin2);
|
|
VectorScale (self->s.origin2, self->speed, self->s.origin2);
|
|
return;
|
|
}
|
|
}
|
|
height = ent->s.origin[2] - origin[2];
|
|
if ( height < 0 )
|
|
{//sqrt of negative is bad!
|
|
height = 0;
|
|
}
|
|
gravity = g_gravity->value;
|
|
if ( gravity < 0 )
|
|
{
|
|
gravity = 0;
|
|
}
|
|
time = sqrt( height / ( .5 * gravity ) );
|
|
if ( !time ) {
|
|
G_FreeEntity( self );
|
|
return;
|
|
}
|
|
|
|
// set s.origin2 to the push velocity
|
|
VectorSubtract ( ent->s.origin, origin, self->s.origin2 );
|
|
self->s.origin2[2] = 0;
|
|
dist = VectorNormalize( self->s.origin2);
|
|
|
|
forward = dist / time;
|
|
VectorScale( self->s.origin2, forward, self->s.origin2 );
|
|
|
|
self->s.origin2[2] = time * gravity;
|
|
}
|
|
|
|
void trigger_push_checkclear( gentity_t *self )
|
|
{
|
|
trace_t trace;
|
|
vec3_t center;
|
|
|
|
self->nextthink = level.time + 500;
|
|
|
|
VectorAdd( self->absmin, self->absmax, center );
|
|
VectorScale( center, 0.5, center );
|
|
|
|
gentity_t *target = G_Find( NULL, FOFS(targetname), self->target );
|
|
gi.trace( &trace, center, vec3_origin, vec3_origin, target->currentOrigin, ENTITYNUM_NONE, CONTENTS_SOLID, G2_NOCOLLIDE, 0 );
|
|
|
|
if ( trace.fraction >= 1.0f )
|
|
{//can trace, turn on
|
|
self->contents |= CONTENTS_TRIGGER;//so the EntityContact trace doesn't have to be done against me
|
|
self->e_TouchFunc = touchF_trigger_push_touch;
|
|
gi.linkentity( self );
|
|
}
|
|
else
|
|
{//no trace, turn off
|
|
self->contents &= ~CONTENTS_TRIGGER;//so the EntityContact trace doesn't have to be done against me
|
|
self->e_TouchFunc = touchF_NULL;
|
|
gi.unlinkentity( self );
|
|
}
|
|
}
|
|
/*QUAKED trigger_push (.1 .5 .1) ? PLAYERONLY CHECKCLEAR LINEAR NPCONLY RELATIVE CONVEYOR x INACTIVE MULTIPLE
|
|
Must point at a target_position, which will be the apex of the leap.
|
|
This will be client side predicted, unlike target_push
|
|
PLAYERONLY - only the player is affected
|
|
LINEAR - Instead of tossing the client at the target_position, it will push them towards it. Must set a "speed" (see below)
|
|
CHECKCLEAR - Every 1 second, it will check to see if it can trace to the target_position, if it can, the trigger is touchable, if it can't, the trigger is not touchable
|
|
NPCONLY - only NPCs are affected
|
|
RELATIVE - instead of pushing you in a direction that is always from the center of the trigger to the target_position, it pushes *you* toward the target position, relative to your current location (can use with "speed"... if don't set a speed, it will use the distance from you to the target_position)
|
|
CONVEYOR - acts like a conveyor belt, will only push if player is on the ground ( should probably use RELATIVE also, if you want a true conveyor belt )
|
|
INACTIVE - not active until targeted by a target_activate
|
|
MULTIPLE - multiple entities can touch this trigger in a single frame *and* if needed, the trigger can have a wait of > 0
|
|
|
|
wait - how long to wait between pushes: -1 = push only once
|
|
speed - when used with the LINEAR spawnflag, pushes the client toward the position at a constant speed (default is 1000)
|
|
*/
|
|
void SP_trigger_push( gentity_t *self ) {
|
|
InitTrigger (self);
|
|
|
|
if ( self->wait > 0 )
|
|
{
|
|
self->wait *= 1000;
|
|
}
|
|
|
|
// unlike other triggers, we need to send this one to the client
|
|
self->svFlags &= ~SVF_NOCLIENT;
|
|
|
|
self->s.eType = ET_PUSH_TRIGGER;
|
|
if ( !(self->spawnflags&2) )
|
|
{//start on
|
|
self->e_TouchFunc = touchF_trigger_push_touch;
|
|
}
|
|
if ( self->spawnflags & 4 )
|
|
{//linear
|
|
self->speed = 1000;
|
|
}
|
|
self->e_ThinkFunc = thinkF_AimAtTarget;
|
|
self->nextthink = level.time + START_TIME_LINK_ENTS;
|
|
gi.linkentity (self);
|
|
}
|
|
|
|
void Use_target_push( gentity_t *self, gentity_t *other, gentity_t *activator ) {
|
|
if ( !activator->client ) {
|
|
return;
|
|
}
|
|
|
|
if ( activator->client->ps.pm_type != PM_NORMAL ) {
|
|
return;
|
|
}
|
|
|
|
G_ActivateBehavior(self,BSET_USE);
|
|
|
|
VectorCopy( self->s.origin2, activator->client->ps.velocity );
|
|
|
|
if( self->spawnflags & 4 ) // lower
|
|
{
|
|
// reset this so I don't take falling damage when I land
|
|
activator->client->ps.jumpZStart = activator->currentOrigin[2];
|
|
}
|
|
|
|
//so we don't take damage unless we land lower than we start here...
|
|
activator->client->ps.forceJumpZStart = 0;
|
|
activator->client->ps.pm_flags |= PMF_TRIGGER_PUSHED;//pushed by a trigger
|
|
|
|
// play fly sound every 1.5 seconds
|
|
if ( self->noise_index && activator->fly_sound_debounce_time < level.time ) {
|
|
activator->fly_sound_debounce_time = level.time + 1500;
|
|
G_Sound( activator, self->noise_index );
|
|
}
|
|
}
|
|
|
|
|
|
/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) ENERGYNOISE CONSTANT NO_DAMAGE
|
|
When triggered, pushes the activator in the direction of angles
|
|
"speed" defaults to 1000
|
|
ENERGYNOISE plays energy noise
|
|
CONSTANT will push activator in direction of 'target' at constant 'speed'
|
|
NO_DAMAGE the activator won't take falling damage after being pushed
|
|
*/
|
|
void SP_target_push( gentity_t *self ) {
|
|
|
|
|
|
if (!self->speed) {
|
|
self->speed = 1000;
|
|
}
|
|
G_SetMovedir (self->s.angles, self->s.origin2);
|
|
VectorScale (self->s.origin2, self->speed, self->s.origin2);
|
|
|
|
if ( self->spawnflags & 1 ) {
|
|
//self->noise_index = G_SoundIndex("sound/ambience/forge/antigrav.wav");
|
|
}
|
|
if ( self->target ) {
|
|
|
|
VectorCopy( self->s.origin, self->absmin );
|
|
VectorCopy( self->s.origin, self->absmax );
|
|
self->e_ThinkFunc = thinkF_AimAtTarget;
|
|
self->nextthink = level.time + START_TIME_LINK_ENTS;
|
|
|
|
}
|
|
self->e_UseFunc = useF_Use_target_push;
|
|
}
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
trigger_teleport
|
|
|
|
==============================================================================
|
|
*/
|
|
#define SNAP_ANGLES 1
|
|
#define NO_MISSILES 2
|
|
#define NO_NPCS 4
|
|
#define TTSF_STASIS 8
|
|
#define TTSF_DEAD_OK 16
|
|
void TeleportMover( gentity_t *mover, vec3_t origin, vec3_t diffAngles, qboolean snapAngle );
|
|
void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace )
|
|
{
|
|
gentity_t *dest;
|
|
|
|
if ( self->svFlags & SVF_INACTIVE )
|
|
{//set by target_deactivate
|
|
return;
|
|
}
|
|
|
|
dest = G_PickTarget( self->target );
|
|
if (!dest)
|
|
{
|
|
gi.Printf ("Couldn't find teleporter destination\n");
|
|
return;
|
|
}
|
|
|
|
if ( other->client )
|
|
{
|
|
if ( other->client->ps.pm_type == PM_DEAD )
|
|
{
|
|
if ( !(self->spawnflags&TTSF_DEAD_OK) )
|
|
{//dead men can't teleport
|
|
return;
|
|
}
|
|
}
|
|
if ( other->NPC )
|
|
{
|
|
if ( self->spawnflags & NO_NPCS )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( other->client->playerTeam != TEAM_FREE && SpotWouldTelefrag2( other, dest->currentOrigin ) )//SpotWouldTelefrag( dest, other->client->playerTeam ) )
|
|
{//Don't go through if something blocking on the other side
|
|
return;
|
|
}
|
|
|
|
TeleportPlayer( other, dest->s.origin, dest->s.angles );
|
|
}
|
|
//FIXME: check for SVF_NO_TELEPORT
|
|
else if ( !(self->svFlags & SVF_NO_TELEPORT) && !(self->spawnflags & NO_MISSILES) && VectorLengthSquared( other->s.pos.trDelta ) )
|
|
{//It's a mover of some sort and is currently moving
|
|
vec3_t diffAngles = {0, 0, 0};
|
|
qboolean snap = qfalse;
|
|
|
|
if ( self->lastEnemy )
|
|
{
|
|
VectorSubtract( dest->s.angles, self->lastEnemy->s.angles, diffAngles );
|
|
}
|
|
else
|
|
{//snaps to angle
|
|
VectorSubtract( dest->s.angles, other->currentAngles, diffAngles );
|
|
snap = qtrue;
|
|
}
|
|
|
|
TeleportMover( other, dest->s.origin, diffAngles, snap );
|
|
}
|
|
}
|
|
|
|
void trigger_teleporter_find_closest_portal( gentity_t *self )
|
|
{
|
|
gentity_t *found = NULL;
|
|
vec3_t org, vec;
|
|
float dist, bestDist = 64*64;
|
|
|
|
VectorAdd( self->mins, self->maxs, org );
|
|
VectorScale( org, 0.5, org );
|
|
while ( (found = G_Find( found, FOFS(classname), "misc_portal_surface" )) != NULL )
|
|
{
|
|
VectorSubtract( found->currentOrigin, org, vec );
|
|
dist = VectorLengthSquared( vec );
|
|
if ( dist < bestDist )
|
|
{
|
|
self->lastEnemy = found;
|
|
bestDist = dist;
|
|
}
|
|
}
|
|
|
|
if ( self->lastEnemy )
|
|
{
|
|
gi.Printf("trigger_teleporter found misc_portal_surface\n");
|
|
}
|
|
self->e_ThinkFunc = thinkF_NULL;
|
|
}
|
|
|
|
/*QUAKED trigger_teleport (.1 .5 .1) ? SNAP_ANGLES NO_MISSILES NO_NPCS STASIS DEAD_OK x x INACTIVE
|
|
Allows client side prediction of teleportation events.
|
|
Must point at a target_position, which will be the teleport destination.
|
|
|
|
SNAP_ANGLES - Make the entity that passes through snap to the target_position's angles
|
|
NO_MISSILES - Missiles and thrown objects cannot pass through
|
|
NO_NPCS - NPCs cannot pass through
|
|
STASIS - will play stasis teleport sound and fx instead of starfleet
|
|
DEAD_OK - even if dead, you will teleport
|
|
*/
|
|
void SP_trigger_teleport( gentity_t *self )
|
|
{
|
|
InitTrigger (self);
|
|
|
|
// unlike other triggers, we need to send this one to the client
|
|
self->svFlags &= ~SVF_NOCLIENT;
|
|
|
|
self->s.eType = ET_TELEPORT_TRIGGER;
|
|
self->e_TouchFunc = touchF_trigger_teleporter_touch;
|
|
|
|
self->e_ThinkFunc = thinkF_trigger_teleporter_find_closest_portal;
|
|
self->nextthink = level.time + START_TIME_LINK_ENTS;
|
|
|
|
gi.linkentity (self);
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
trigger_hurt
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
/*QUAKED trigger_hurt (.1 .5 .1) ? START_OFF PLAYERONLY SILENT NO_PROTECTION LOCKCAM FALLING ELECTRICAL INACTIVE MULTIPLE
|
|
Any entity that touches this will be hurt.
|
|
It does dmg points of damage each server frame
|
|
|
|
PLAYERONLY only the player is hurt by it
|
|
SILENT supresses playing the sound
|
|
NO_PROTECTION *nothing* stops the damage
|
|
LOCKCAM Falling death results in camera locking in place
|
|
FALLING Forces a falling scream and anim
|
|
ELECTRICAL does electrical damage
|
|
INACTIVE Cannot be triggered until used by a target_activate
|
|
MULTIPLE multiple entities can touch this trigger in a single frame *and* if needed, the trigger can have a wait of > 0
|
|
|
|
"dmg" default 5 (whole numbers only)
|
|
"delay" How many seconds it takes to get from 0 to "dmg" (default is 0)
|
|
"wait" Use in instead of "SLOW" - determines how often the player gets hurt, 0.1 is every frame, 1.0 is once per second. -1 will stop after one use
|
|
"count" If set, FALLING death causes a fade to black in this many milliseconds (default is 10000 = 10 seconds)
|
|
"NPC_targetname" - If set, only an NPC with a matching NPC_targetname will trip this trigger
|
|
"noise" sound to play when it hurts something ( default: "sound/world/electro" )
|
|
*/
|
|
void hurt_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
|
|
|
|
G_ActivateBehavior(self,BSET_USE);
|
|
|
|
//FIXME: Targeting the trigger will toggle its on / off state???
|
|
if ( self->linked ) {
|
|
gi.unlinkentity( self );
|
|
} else {
|
|
gi.linkentity( self );
|
|
}
|
|
}
|
|
|
|
void trigger_hurt_reset (gentity_t *self)
|
|
{
|
|
self->attackDebounceTime = 0;
|
|
self->e_ThinkFunc = thinkF_NULL;
|
|
}
|
|
|
|
void hurt_touch( gentity_t *self, gentity_t *other, trace_t *trace )
|
|
{
|
|
int dflags;
|
|
int actualDmg = self->damage;
|
|
|
|
if ( self->svFlags & SVF_INACTIVE )
|
|
{//set by target_deactivate
|
|
return;
|
|
}
|
|
|
|
if ( !other->takedamage )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if( level.time < self->painDebounceTime + self->wait ) // normal 'wait' check
|
|
{
|
|
if( self->spawnflags & 2048 ) // MULTIPLE - allow multiple entities to touch this trigger in one frame
|
|
{
|
|
if ( self->painDebounceTime && level.time > self->painDebounceTime ) // if we haven't reached the next frame continue to let ents touch the trigger
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
else // only allowing one ent per frame to touch trigger
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
// if the player has already activated this trigger this frame
|
|
if( other && !other->s.number && self->aimDebounceTime == level.time )
|
|
{
|
|
return;
|
|
}
|
|
|
|
|
|
if ( self->spawnflags & 2 )
|
|
{//player only
|
|
if ( other->s.number )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( self->NPC_targetname && self->NPC_targetname[0] )
|
|
{//I am for you, Kirk
|
|
if ( other->script_targetname && other->script_targetname[0] )
|
|
{//must have a name
|
|
if ( Q_stricmp( self->NPC_targetname, other->script_targetname ) != 0 )
|
|
{//not the right guy to fire me off
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{//no name? No trigger.
|
|
return;
|
|
}
|
|
}
|
|
|
|
// play sound
|
|
if ( !(self->spawnflags & 4) )
|
|
{
|
|
G_Sound( other, self->noise_index );
|
|
}
|
|
|
|
if ( self->spawnflags & 8 )
|
|
{
|
|
dflags = DAMAGE_NO_PROTECTION;
|
|
}
|
|
else
|
|
{
|
|
dflags = 0;
|
|
}
|
|
|
|
if ( self->delay )
|
|
{//Increase dmg over time
|
|
if ( self->attackDebounceTime < self->delay )
|
|
{//FIXME: this is for the entire trigger, not per person, so if someone else jumped in after you were in it for 5 seconds, they'd get damaged faster
|
|
actualDmg = floor( (double)(self->damage * self->attackDebounceTime / self->delay) );
|
|
}
|
|
self->attackDebounceTime += FRAMETIME;
|
|
|
|
self->e_ThinkFunc = thinkF_trigger_hurt_reset;
|
|
self->nextthink = level.time + FRAMETIME*2;
|
|
}
|
|
|
|
if ( actualDmg )
|
|
{
|
|
if (( self->spawnflags & 64 ) && other->client )//electrical damage
|
|
{
|
|
// zap effect
|
|
other->s.powerups |= ( 1 << PW_SHOCKED );
|
|
other->client->ps.powerups[PW_SHOCKED] = level.time + 1000;
|
|
}
|
|
|
|
if ( self->spawnflags & 32 )
|
|
{//falling death
|
|
G_Damage (other, self, self, NULL, NULL, actualDmg, dflags|DAMAGE_NO_ARMOR, MOD_FALLING);
|
|
// G_Damage will free this ent, which makes it s.number 0, so we must check inuse...
|
|
if ( !other->s.number && other->health <= 0 )
|
|
{
|
|
if ( self->count )
|
|
{
|
|
extern void CGCam_Fade( vec4_t source, vec4_t dest, float duration );
|
|
float src[4] = {0,0,0,0},dst[4]={0,0,0,1};
|
|
CGCam_Fade( src, dst, self->count );
|
|
}
|
|
if ( self->spawnflags & 16 )
|
|
{//lock cam
|
|
cg.overrides.active |= CG_OVERRIDE_3RD_PERSON_CDP;
|
|
cg.overrides.thirdPersonCameraDamp = 0;
|
|
}
|
|
if ( other->client )
|
|
{
|
|
other->client->ps.pm_flags |= PMF_SLOW_MO_FALL;
|
|
}
|
|
//G_SoundOnEnt( other, CHAN_VOICE, "*falling1.wav" );//CHAN_VOICE_ATTEN?
|
|
}
|
|
}
|
|
else
|
|
{
|
|
G_Damage (other, self, self, NULL, NULL, actualDmg, dflags, MOD_TRIGGER_HURT);
|
|
}
|
|
if( other && !other->s.number )
|
|
{
|
|
self->aimDebounceTime = level.time;
|
|
}
|
|
if (( self->spawnflags & 64 ) && other->client && other->health <= 0 )//electrical damage
|
|
{//just killed them, make the effect last longer since dead clients don't touch triggers
|
|
other->client->ps.powerups[PW_SHOCKED] = level.time + 10000;
|
|
}
|
|
self->painDebounceTime = level.time;
|
|
}
|
|
|
|
if ( self->wait < 0 )
|
|
{
|
|
self->e_TouchFunc = touchF_NULL;
|
|
}
|
|
}
|
|
|
|
void SP_trigger_hurt( gentity_t *self )
|
|
{
|
|
char buffer[MAX_QPATH];
|
|
char *s;
|
|
|
|
InitTrigger (self);
|
|
|
|
if ( !( self->spawnflags & 4 ))
|
|
{
|
|
G_SpawnString( "noise", "sound/world/electro", &s );
|
|
|
|
Q_strncpyz( buffer, s, sizeof(buffer) );
|
|
self->noise_index = G_SoundIndex(buffer);
|
|
}
|
|
|
|
self->e_TouchFunc = touchF_hurt_touch;
|
|
|
|
if ( !self->damage ) {
|
|
self->damage = 5;
|
|
}
|
|
|
|
self->delay *= 1000;
|
|
self->wait *= 1000;
|
|
|
|
self->contents = CONTENTS_TRIGGER;
|
|
|
|
if ( self->targetname ) {//NOTE: for some reason, this used to be: if(self->spawnflags&2)
|
|
self->e_UseFunc = useF_hurt_use;
|
|
}
|
|
|
|
// link in to the world if starting active
|
|
if ( !(self->spawnflags & 1) )
|
|
{
|
|
gi.linkentity (self);
|
|
}
|
|
else // triggers automatically get linked into the world by SetBrushModel, so we have to unlink it here
|
|
{
|
|
gi.unlinkentity(self);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
timer
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
|
|
/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
|
|
This should be renamed trigger_timer...
|
|
Repeatedly fires its targets.
|
|
Can be turned on or off by using.
|
|
|
|
"wait" base time between triggering all targets, default is 1
|
|
"random" wait variance, default is 0
|
|
so, the basic time between firing is a random time between
|
|
(wait - random) and (wait + random)
|
|
|
|
*/
|
|
void func_timer_think( gentity_t *self ) {
|
|
G_UseTargets (self, self->activator);
|
|
// set time before next firing
|
|
self->nextthink = level.time + 1000 * ( self->wait + Q_flrand(-1.0f, 1.0f) * self->random );
|
|
}
|
|
|
|
void func_timer_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
|
|
self->activator = activator;
|
|
|
|
G_ActivateBehavior(self,BSET_USE);
|
|
|
|
|
|
// if on, turn it off
|
|
if ( self->nextthink ) {
|
|
self->nextthink = 0;
|
|
return;
|
|
}
|
|
|
|
// turn it on
|
|
func_timer_think (self);
|
|
}
|
|
|
|
void SP_func_timer( gentity_t *self ) {
|
|
G_SpawnFloat( "random", "1", &self->random);
|
|
G_SpawnFloat( "wait", "1", &self->wait );
|
|
|
|
self->e_UseFunc = useF_func_timer_use;
|
|
self->e_ThinkFunc = thinkF_func_timer_think;
|
|
|
|
if ( self->random >= self->wait ) {
|
|
self->random = self->wait - FRAMETIME;
|
|
gi.Printf( "func_timer at %s has random >= wait\n", vtos( self->s.origin ) );
|
|
}
|
|
|
|
if ( self->spawnflags & 1 ) {
|
|
self->nextthink = level.time + FRAMETIME;
|
|
self->activator = self;
|
|
}
|
|
|
|
self->svFlags = SVF_NOCLIENT;
|
|
}
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
timer
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
|
|
/*QUAKED trigger_entdist (.1 .5 .1) (-8 -8 -8) (8 8 8) PLAYER NPC
|
|
fires if the given entity is within the given distance. Sets itself inactive after one use.
|
|
----- KEYS -----
|
|
distance - radius entity can be away to fire trigger
|
|
target - fired if entity is within distance
|
|
target2 - fired if entity not within distance
|
|
|
|
NPC_target - NPC_types to look for
|
|
ownername - If any, who to calc the distance from- default is the trigger_entdist himself
|
|
example: target "biessman telsia" will look for the biessman and telsia NPC
|
|
if it finds either of these within distance it will fire.
|
|
|
|
todo -
|
|
add delay, count
|
|
add monster classnames?????
|
|
add LOS to it???
|
|
*/
|
|
|
|
void trigger_entdist_use( gentity_t *self, gentity_t *other, gentity_t *activator )
|
|
{
|
|
vec3_t diff;
|
|
gentity_t *found = NULL;
|
|
gentity_t *owner = NULL;
|
|
qboolean useflag;
|
|
const char *token, *holdString;
|
|
|
|
if ( self->svFlags & SVF_INACTIVE ) // Don't use INACTIVE
|
|
return;
|
|
|
|
G_ActivateBehavior(self,BSET_USE);
|
|
|
|
if(self->ownername && self->ownername[0])
|
|
{
|
|
owner = G_Find(NULL, FOFS(targetname), self->ownername);
|
|
}
|
|
|
|
if(owner == NULL)
|
|
{
|
|
owner = self;
|
|
}
|
|
|
|
self->activator = activator;
|
|
|
|
useflag = qfalse;
|
|
|
|
self->svFlags |= SVF_INACTIVE; // Make it inactive after one use
|
|
|
|
if (self->spawnflags & ENTDIST_PLAYER) // Look for player???
|
|
{
|
|
found = &g_entities[0];
|
|
|
|
if (found)
|
|
{
|
|
VectorSubtract(owner->currentOrigin, found->currentOrigin, diff);
|
|
if(VectorLength(diff) < self->count)
|
|
{
|
|
useflag = qtrue;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ((self->spawnflags & ENTDIST_NPC) && (!useflag))
|
|
{
|
|
holdString = self->NPC_target;
|
|
|
|
while (holdString)
|
|
{
|
|
token = COM_Parse( &holdString);
|
|
if ( !token ) // Nothing left to look at
|
|
{
|
|
break;
|
|
}
|
|
|
|
found = G_Find(found, FOFS(targetname), token); // Look for the specified NPC
|
|
if (found) //Found???
|
|
{
|
|
VectorSubtract(owner->currentOrigin, found->currentOrigin, diff);
|
|
if(VectorLength(diff) < self->count) // Within distance
|
|
{
|
|
useflag = qtrue;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (useflag)
|
|
{
|
|
G_UseTargets2 (self, self->activator, self->target);
|
|
}
|
|
else if (self->target2)
|
|
{
|
|
// This is the negative target
|
|
G_UseTargets2 (self, self->activator, self->target2);
|
|
}
|
|
|
|
|
|
}
|
|
|
|
void SP_trigger_entdist( gentity_t *self )
|
|
{
|
|
G_SpawnInt( "distance", "0", &self->count);
|
|
|
|
self->e_UseFunc = useF_trigger_entdist_use;
|
|
|
|
}
|
|
|
|
|
|
|
|
void trigger_visible_check_player_visibility( gentity_t *self )
|
|
{
|
|
//Check every FRAMETIME*2
|
|
self->nextthink = level.time + FRAMETIME*2;
|
|
|
|
if ( self->svFlags & SVF_INACTIVE )
|
|
{
|
|
return;
|
|
}
|
|
|
|
vec3_t dir;
|
|
float dist;
|
|
gentity_t *player = &g_entities[0];
|
|
|
|
if (!player || !player->client )
|
|
{
|
|
return;
|
|
}
|
|
|
|
//1: see if player is within 512*512 range
|
|
VectorSubtract( self->currentOrigin, player->client->renderInfo.eyePoint, dir );
|
|
dist = VectorNormalize( dir );
|
|
if ( dist < self->radius )
|
|
{//Within range
|
|
vec3_t forward;
|
|
float dot;
|
|
//2: see if dot to us and player viewangles is > 0.7
|
|
AngleVectors( player->client->renderInfo.eyeAngles, forward, NULL, NULL );
|
|
dot = DotProduct( forward, dir );
|
|
if ( dot > self->random )
|
|
{//Within the desired FOV
|
|
//3: see if player is in PVS
|
|
if ( gi.inPVS( self->currentOrigin, player->client->renderInfo.eyePoint ) )
|
|
{
|
|
vec3_t mins = {-1, -1, -1};
|
|
vec3_t maxs = {1, 1, 1};
|
|
//4: If needbe, trace to see if there is clear LOS from player viewpos
|
|
if ( (self->spawnflags&1) || G_ClearTrace( player->client->renderInfo.eyePoint, mins, maxs, self->currentOrigin, 0, MASK_OPAQUE ) )
|
|
{
|
|
//5: Fire!
|
|
G_UseTargets( self, player );
|
|
//6: Remove yourself
|
|
G_FreeEntity( self );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/*QUAKED trigger_visible (.1 .5 .1) (-8 -8 -8) (8 8 8) NOTRACE x x x x x x INACTIVE
|
|
|
|
Only fires when player is looking at it, fires only once then removes itself.
|
|
|
|
NOTRACE - Doesn't check to make sure the line of sight is completely clear (penetrates walls, forcefields, etc)
|
|
INACTIVE - won't check for player visibility until activated
|
|
|
|
radius - how far this ent can be from player's eyes, max, and still be considered "seen"
|
|
FOV - how far off to the side of the player's field of view this can be, max, and still be considered "seen". Player FOV is 80, so the default for this value is 30.
|
|
|
|
"target" - What to use when it fires.
|
|
*/
|
|
void SP_trigger_visible( gentity_t *self )
|
|
{
|
|
if ( self->radius <= 0 )
|
|
{
|
|
self->radius = 512;
|
|
}
|
|
|
|
if ( self->random <= 0 )
|
|
{//about 30 degrees
|
|
self->random = 0.7f;
|
|
}
|
|
else
|
|
{//convert from FOV degrees to number meaningful for dot products
|
|
self->random = 1.0f - (self->random/90.0f);
|
|
}
|
|
|
|
if ( self->spawnflags & 128 )
|
|
{// Make it inactive
|
|
self->svFlags |= SVF_INACTIVE;
|
|
}
|
|
|
|
G_SetOrigin( self, self->s.origin );
|
|
gi.linkentity( self );
|
|
|
|
self->e_ThinkFunc = thinkF_trigger_visible_check_player_visibility;
|
|
self->nextthink = level.time + FRAMETIME*2;
|
|
} |