mirror of
https://github.com/DrBeef/JKXR.git
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3178 lines
92 KiB
C++
3178 lines
92 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999 - 2005, Id Software, Inc.
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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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// g_misc.c
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#include "g_local.h"
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#include "g_functions.h"
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#include "g_nav.h"
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#include "g_items.h"
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#include "../cgame/cg_local.h"
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#include "b_local.h"
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extern gentity_t *G_FindDoorTrigger( gentity_t *door );
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extern void G_SetEnemy( gentity_t *self, gentity_t *enemy );
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extern void SetMiscModelDefaults( gentity_t *ent, useFunc_t use_func, const char *material, int solid_mask,int animFlag,
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qboolean take_damage, qboolean damage_model);
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#define MAX_AMMO_GIVE 4
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/*QUAKED func_group (0 0 0) ?
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Used to group brushes together just for editor convenience. They are turned into normal brushes by the utilities.
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q3map_onlyvertexlighting 1 = brush only gets vertex lighting (reduces bsp size!)
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*/
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/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4) LIGHT
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Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
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LIGHT - If this info_null is only targeted by a non-switchable light (a light without a targetname), it does NOT spawn in at all and doesn't count towards the # of entities on the map, even at map spawn/load
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*/
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void SP_info_null( gentity_t *self ) {
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if ( (self->spawnflags&1) )
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{//only used as a light target, so bugger off
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G_FreeEntity( self );
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return;
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}
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//FIXME: store targetname and vector (origin) in a list for further reference... remove after 1st second of game?
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G_SetOrigin( self, self->s.origin );
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self->e_ThinkFunc = thinkF_G_FreeEntity;
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//Give other ents time to link
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self->nextthink = level.time + START_TIME_REMOVE_ENTS;
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}
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/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as a positional target for in-game calculation, like jumppad targets.
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target_position does the same thing
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*/
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void SP_info_notnull( gentity_t *self ){
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//FIXME: store in ref_tag system?
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G_SetOrigin( self, self->s.origin );
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}
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/*QUAKED lightJunior (0 0.7 0.3) (-8 -8 -8) (8 8 8) nonlinear angle negative_spot negative_point
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Non-displayed light that only affects dynamic game models, but does not contribute to lightmaps
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"light" overrides the default 300 intensity.
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Nonlinear checkbox gives inverse square falloff instead of linear
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Angle adds light:surface angle calculations (only valid for "Linear" lights) (wolf)
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Lights pointed at a target will be spotlights.
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"radius" overrides the default 64 unit radius of a spotlight at the target point.
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"fade" falloff/radius adjustment value. multiply the run of the slope by "fade" (1.0f default) (only valid for "Linear" lights) (wolf)
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*/
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/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) linear noIncidence START_OFF
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Non-displayed light.
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"light" overrides the default 300 intensity. - affects size
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a negative "light" will subtract the light's color
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'Linear' checkbox gives linear falloff instead of inverse square
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'noIncidence' checkbox makes lighting smoother
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Lights pointed at a target will be spotlights.
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"radius" overrides the default 64 unit radius of a spotlight at the target point.
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"scale" multiplier for the light intensity - does not affect size (default 1)
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greater than 1 is brighter, between 0 and 1 is dimmer.
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"color" sets the light's color
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"targetname" to indicate a switchable light - NOTE that all lights with the same targetname will be grouped together and act as one light (ie: don't mix colors, styles or start_off flag)
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"style" to specify a specify light style, even for switchable lights!
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"style_off" light style to use when switched off (Only for switchable lights)
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1 FLICKER (first variety)
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2 SLOW STRONG PULSE
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3 CANDLE (first variety)
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4 FAST STROBE
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5 GENTLE PULSE 1
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6 FLICKER (second variety)
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7 CANDLE (second variety)
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8 CANDLE (third variety)
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9 SLOW STROBE (fourth variety)
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10 FLUORESCENT FLICKER
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11 SLOW PULSE NOT FADE TO BLACK
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12 FAST PULSE FOR JEREMY
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13 Test Blending
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*/
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static void misc_lightstyle_set ( gentity_t *ent)
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{
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const int mLightStyle = ent->count;
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const int mLightSwitchStyle = ent->bounceCount;
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const int mLightOffStyle = ent->fly_sound_debounce_time;
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if (!ent->misc_dlight_active)
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{ //turn off
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if (mLightOffStyle) //i have a light style i'd like to use when off
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{
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char lightstyle[32];
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gi.GetConfigstring(CS_LIGHT_STYLES + (mLightOffStyle*3)+0, lightstyle, 32);
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gi.SetConfigstring(CS_LIGHT_STYLES + (mLightStyle*3)+0, lightstyle);
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gi.GetConfigstring(CS_LIGHT_STYLES + (mLightOffStyle*3)+1, lightstyle, 32);
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gi.SetConfigstring(CS_LIGHT_STYLES + (mLightStyle*3)+1, lightstyle);
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gi.GetConfigstring(CS_LIGHT_STYLES + (mLightOffStyle*3)+2, lightstyle, 32);
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gi.SetConfigstring(CS_LIGHT_STYLES + (mLightStyle*3)+2, lightstyle);
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}else
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{
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gi.SetConfigstring(CS_LIGHT_STYLES + (mLightStyle*3)+0, "a");
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gi.SetConfigstring(CS_LIGHT_STYLES + (mLightStyle*3)+1, "a");
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gi.SetConfigstring(CS_LIGHT_STYLES + (mLightStyle*3)+2, "a");
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}
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}
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else
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{ //Turn myself on now
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if (mLightSwitchStyle) //i have a light style i'd like to use when on
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{
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char lightstyle[32];
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gi.GetConfigstring(CS_LIGHT_STYLES + (mLightSwitchStyle*3)+0, lightstyle, 32);
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gi.SetConfigstring(CS_LIGHT_STYLES + (mLightStyle*3)+0, lightstyle);
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gi.GetConfigstring(CS_LIGHT_STYLES + (mLightSwitchStyle*3)+1, lightstyle, 32);
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gi.SetConfigstring(CS_LIGHT_STYLES + (mLightStyle*3)+1, lightstyle);
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gi.GetConfigstring(CS_LIGHT_STYLES + (mLightSwitchStyle*3)+2, lightstyle, 32);
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gi.SetConfigstring(CS_LIGHT_STYLES + (mLightStyle*3)+2, lightstyle);
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}
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else
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{
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gi.SetConfigstring(CS_LIGHT_STYLES + (mLightStyle*3)+0, "z");
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gi.SetConfigstring(CS_LIGHT_STYLES + (mLightStyle*3)+1, "z");
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gi.SetConfigstring(CS_LIGHT_STYLES + (mLightStyle*3)+2, "z");
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}
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}
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}
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void SP_light( gentity_t *self ) {
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if (!self->targetname )
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{//if i don't have a light style switch, the i go away
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G_FreeEntity( self );
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return;
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}
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G_SpawnInt( "style", "0", &self->count );
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G_SpawnInt( "switch_style", "0", &self->bounceCount );
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G_SpawnInt( "style_off", "0", &self->fly_sound_debounce_time );
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G_SetOrigin( self, self->s.origin );
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gi.linkentity( self );
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self->e_UseFunc = useF_misc_dlight_use;
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self->e_clThinkFunc = clThinkF_NULL;
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self->s.eType = ET_GENERAL;
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self->misc_dlight_active = qfalse;
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self->svFlags |= SVF_NOCLIENT;
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if ( !(self->spawnflags & 4) )
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{ //turn myself on now
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self->misc_dlight_active = qtrue;
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}
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misc_lightstyle_set (self);
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}
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void misc_dlight_use ( gentity_t *ent, gentity_t *other, gentity_t *activator )
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{
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G_ActivateBehavior(ent,BSET_USE);
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ent->misc_dlight_active = (qboolean)!ent->misc_dlight_active; //toggle
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misc_lightstyle_set (ent);
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}
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/*
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=================================================================================
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TELEPORTERS
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=================================================================================
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*/
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void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles )
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{
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if ( player->NPC && ( player->NPC->aiFlags&NPCAI_FORM_TELE_NAV ) )
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{
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//My leader teleported, I was trying to catch up, take this off
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player->NPC->aiFlags &= ~NPCAI_FORM_TELE_NAV;
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}
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// unlink to make sure it can't possibly interfere with G_KillBox
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gi.unlinkentity (player);
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VectorCopy ( origin, player->client->ps.origin );
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player->client->ps.origin[2] += 1;
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VectorCopy ( player->client->ps.origin, player->currentOrigin );
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// spit the player out
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AngleVectors( angles, player->client->ps.velocity, NULL, NULL );
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VectorScale( player->client->ps.velocity, 0, player->client->ps.velocity );
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//player->client->ps.pm_time = 160; // hold time
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//player->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
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// toggle the teleport bit so the client knows to not lerp
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player->client->ps.eFlags ^= EF_TELEPORT_BIT;
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// set angles
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SetClientViewAngle( player, angles );
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// kill anything at the destination
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G_KillBox (player);
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// save results of pmove
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PlayerStateToEntityState( &player->client->ps, &player->s );
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gi.linkentity (player);
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}
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void TeleportMover( gentity_t *mover, vec3_t origin, vec3_t diffAngles, qboolean snapAngle )
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{//FIXME: need an effect
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vec3_t oldAngle, newAngle;
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float speed;
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// unlink to make sure it can't possibly interfere with G_KillBox
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gi.unlinkentity (mover);
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//reposition it
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VectorCopy( origin, mover->s.pos.trBase );
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VectorCopy( origin, mover->currentOrigin );
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//Maintain their previous speed, but adjusted for new direction
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if ( snapAngle )
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{//not a diffAngle, actually an absolute angle
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vec3_t dir;
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VectorCopy( diffAngles, newAngle );
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AngleVectors( newAngle, dir, NULL, NULL );
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VectorNormalize( dir );//necessary?
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speed = VectorLength( mover->s.pos.trDelta );
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VectorScale( dir, speed, mover->s.pos.trDelta );
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mover->s.pos.trTime = level.time;
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VectorSubtract( newAngle, mover->s.apos.trBase, diffAngles );
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VectorCopy( newAngle, mover->s.apos.trBase );
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}
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else
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{
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speed = VectorNormalize( mover->s.pos.trDelta );
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vectoangles( mover->s.pos.trDelta, oldAngle );
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VectorAdd( oldAngle, diffAngles, newAngle );
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AngleVectors( newAngle, mover->s.pos.trDelta, NULL, NULL );
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VectorNormalize( mover->s.pos.trDelta );
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VectorScale( mover->s.pos.trDelta, speed, mover->s.pos.trDelta );
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mover->s.pos.trTime = level.time;
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//Maintain their previous angles, but adjusted to new orientation
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VectorAdd( mover->s.apos.trBase, diffAngles, mover->s.apos.trBase );
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}
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//Maintain their previous anglespeed, but adjusted to new orientation
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speed = VectorNormalize( mover->s.apos.trDelta );
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VectorAdd( mover->s.apos.trDelta, diffAngles, mover->s.apos.trDelta );
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VectorNormalize( mover->s.apos.trDelta );
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VectorScale( mover->s.apos.trDelta, speed, mover->s.apos.trDelta );
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mover->s.apos.trTime = level.time;
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//Tell them it was teleported this move
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mover->s.eFlags |= EF_TELEPORT_BIT;
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// kill anything at the destination
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//G_KillBox (mover);
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//FIXME: call touch func instead of killbox?
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gi.linkentity (mover);
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}
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void teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace)
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{
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gentity_t *dest;
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if (!other->client)
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return;
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dest = G_PickTarget( self->target );
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if (!dest) {
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gi.Printf ("Couldn't find teleporter destination\n");
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return;
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}
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TeleportPlayer( other, dest->s.origin, dest->s.angles );
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}
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/*QUAK-D misc_teleporter (1 0 0) (-32 -32 -24) (32 32 -16)
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Stepping onto this disc will teleport players to the targeted misc_teleporter_dest object.
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*/
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void SP_misc_teleporter (gentity_t *ent)
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{
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gentity_t *trig;
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if (!ent->target)
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{
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gi.Printf ("teleporter without a target.\n");
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G_FreeEntity( ent );
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return;
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}
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ent->s.modelindex = G_ModelIndex( "models/objects/dmspot.md3" );
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ent->s.clientNum = 1;
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// ent->s.loopSound = G_SoundIndex("sound/world/amb10.wav");
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ent->contents = CONTENTS_SOLID;
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G_SetOrigin( ent, ent->s.origin );
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VectorSet (ent->mins, -32, -32, -24);
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VectorSet (ent->maxs, 32, 32, -16);
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gi.linkentity (ent);
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trig = G_Spawn ();
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trig->e_TouchFunc = touchF_teleporter_touch;
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trig->contents = CONTENTS_TRIGGER;
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trig->target = ent->target;
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trig->owner = ent;
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G_SetOrigin( trig, ent->s.origin );
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VectorSet (trig->mins, -8, -8, 8);
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VectorSet (trig->maxs, 8, 8, 24);
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gi.linkentity (trig);
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}
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/*QUAK-D misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16) - - NODRAW
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Point teleporters at these.
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*/
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void SP_misc_teleporter_dest( gentity_t *ent ) {
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if ( ent->spawnflags & 4 ){
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return;
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}
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G_SetOrigin( ent, ent->s.origin );
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gi.linkentity (ent);
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}
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//===========================================================
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/*QUAKED misc_model (1 0 0) (-16 -16 -16) (16 16 16) RMG SOLID
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"model" arbitrary .md3 or .ase file to display
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"_frame" "x" which frame from an animated md3
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"modelscale" "x" uniform scale
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"modelscale_vec" "x y z" scale model in each axis
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"_remap" "from to" remap a shader in this model
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turns into BSP triangles - not solid by default (click SOLID or use _clipmodel shader)
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*/
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void SP_misc_model( gentity_t *ent ) {
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G_FreeEntity( ent );
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}
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/*QUAKED misc_model_static (1 0 0) (-16 -16 0) (16 16 16)
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"model" arbitrary .md3 file to display
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"_frame" "x" which frame from an animated md3
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"modelscale" "x" uniform scale
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"modelscale_vec" "x y z" scale model in each axis
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"zoffset" units to offset vertical culling position by, can be
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negative or positive. This does not affect the actual
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position of the model, only the culling position. Use
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it for models with stupid origins that go below the
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ground and whatnot.
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loaded as a model in the renderer - does not take up precious bsp space!
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*/
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extern void CG_CreateMiscEntFromGent(gentity_t *ent, const vec3_t scale, float zOff); //cg_main.cpp
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void SP_misc_model_static(gentity_t *ent)
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{
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char *value;
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float temp;
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float zOff;
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vec3_t scale;
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G_SpawnString("modelscale_vec", "1 1 1", &value);
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sscanf( value, "%f %f %f", &scale[ 0 ], &scale[ 1 ], &scale[ 2 ] );
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G_SpawnFloat( "modelscale", "0", &temp);
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if (temp != 0.0f)
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{
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scale[ 0 ] = scale[ 1 ] = scale[ 2 ] = temp;
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}
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G_SpawnFloat( "zoffset", "0", &zOff);
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if (!ent->model)
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{
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Com_Error( ERR_DROP,"misc_model_static at %s with out a MODEL!\n", vtos(ent->s.origin) );
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}
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//we can be horrible and cheat since this is SP!
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CG_CreateMiscEntFromGent(ent, scale, zOff);
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G_FreeEntity( ent );
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}
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//===========================================================
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void setCamera ( gentity_t *ent )
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{
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vec3_t dir;
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gentity_t *target = 0;
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// frame holds the rotate speed
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if ( ent->owner->spawnflags & 1 )
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{
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ent->s.frame = 25;
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}
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else if ( ent->owner->spawnflags & 2 )
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{
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ent->s.frame = 75;
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}
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// clientNum holds the rotate offset
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ent->s.clientNum = ent->owner->s.clientNum;
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VectorCopy( ent->owner->s.origin, ent->s.origin2 );
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// see if the portal_camera has a target
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if (ent->owner->target) {
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target = G_PickTarget( ent->owner->target );
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}
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if ( target )
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{
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VectorSubtract( target->s.origin, ent->owner->s.origin, dir );
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VectorNormalize( dir );
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}
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else
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{
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G_SetMovedir( ent->owner->s.angles, dir );
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}
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ent->s.eventParm = DirToByte( dir );
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}
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void cycleCamera( gentity_t *self )
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{
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self->owner = G_Find( self->owner, FOFS(targetname), self->target );
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if ( self->owner == NULL )
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{
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//Uh oh! Not targeted at any ents! Or reached end of list? Which is it?
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//for now assume reached end of list and are cycling
|
|
self->owner = G_Find( self->owner, FOFS(targetname), self->target );
|
|
if ( self->owner == NULL )
|
|
{//still didn't find one
|
|
gi.Printf( "Couldn't find target for misc_portal_surface\n" );
|
|
G_FreeEntity( self );
|
|
return;
|
|
}
|
|
}
|
|
setCamera( self );
|
|
|
|
if ( self->e_ThinkFunc == thinkF_cycleCamera )
|
|
{
|
|
if ( self->owner->wait > 0 )
|
|
{
|
|
self->nextthink = level.time + self->owner->wait;
|
|
}
|
|
else
|
|
{
|
|
self->nextthink = level.time + self->wait;
|
|
}
|
|
}
|
|
}
|
|
|
|
void misc_portal_use( gentity_t *self, gentity_t *other, gentity_t *activator )
|
|
{
|
|
cycleCamera( self );
|
|
}
|
|
|
|
void locateCamera( gentity_t *ent )
|
|
{//FIXME: make this fadeout with distance from misc_camera_portal
|
|
|
|
ent->owner = G_Find(NULL, FOFS(targetname), ent->target);
|
|
if ( !ent->owner )
|
|
{
|
|
gi.Printf( "Couldn't find target for misc_portal_surface\n" );
|
|
G_FreeEntity( ent );
|
|
return;
|
|
}
|
|
|
|
setCamera( ent );
|
|
|
|
if ( !ent->targetname )
|
|
{//not targetted, so auto-cycle
|
|
if ( G_Find(ent->owner, FOFS(targetname), ent->target) != NULL )
|
|
{//targeted at more than one thing
|
|
ent->e_ThinkFunc = thinkF_cycleCamera;
|
|
if ( ent->owner->wait > 0 )
|
|
{
|
|
ent->nextthink = level.time + ent->owner->wait;
|
|
}
|
|
else
|
|
{
|
|
ent->nextthink = level.time + ent->wait;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*QUAKED misc_portal_surface (0 0 1) (-8 -8 -8) (8 8 8)
|
|
The portal surface nearest this entity will show a view from the targeted misc_portal_camera, or a mirror view if untargeted.
|
|
This must be within 64 world units of the surface!
|
|
|
|
targetname - When used, cycles to the next misc_portal_camera it's targeted
|
|
wait - makes it auto-cycle between all cameras it's pointed at at intevervals of specified number of seconds.
|
|
|
|
cameras will be cycled through in the order they were created on the map.
|
|
*/
|
|
void SP_misc_portal_surface(gentity_t *ent)
|
|
{
|
|
VectorClear( ent->mins );
|
|
VectorClear( ent->maxs );
|
|
gi.linkentity (ent);
|
|
|
|
ent->svFlags = SVF_PORTAL;
|
|
ent->s.eType = ET_PORTAL;
|
|
ent->wait *= 1000;
|
|
|
|
if ( !ent->target )
|
|
{//mirror?
|
|
VectorCopy( ent->s.origin, ent->s.origin2 );
|
|
}
|
|
else
|
|
{
|
|
ent->e_ThinkFunc = thinkF_locateCamera;
|
|
ent->nextthink = level.time + 100;
|
|
|
|
if ( ent->targetname )
|
|
{
|
|
ent->e_UseFunc = useF_misc_portal_use;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*QUAKED misc_portal_camera (0 0 1) (-8 -8 -8) (8 8 8) slowrotate fastrotate
|
|
The target for a misc_portal_surface. You can set either angles or target another entity (NOT an info_null) to determine the direction of view.
|
|
"roll" an angle modifier to orient the camera around the target vector;
|
|
*/
|
|
void SP_misc_portal_camera(gentity_t *ent) {
|
|
float roll;
|
|
|
|
VectorClear( ent->mins );
|
|
VectorClear( ent->maxs );
|
|
gi.linkentity (ent);
|
|
|
|
G_SpawnFloat( "roll", "0", &roll );
|
|
|
|
ent->s.clientNum = roll/360.0 * 256;
|
|
ent->wait *= 1000;
|
|
}
|
|
|
|
void G_SubBSPSpawnEntitiesFromString(const char *entityString, vec3_t posOffset, vec3_t angOffset);
|
|
|
|
/*QUAKED misc_bsp (1 0 0) (-16 -16 -16) (16 16 16)
|
|
"bspmodel" arbitrary .bsp file to display
|
|
*/
|
|
void SP_misc_bsp(gentity_t *ent)
|
|
{
|
|
char temp[MAX_QPATH];
|
|
char *out;
|
|
float newAngle;
|
|
int tempint;
|
|
|
|
G_SpawnFloat( "angle", "0", &newAngle );
|
|
if (newAngle != 0.0)
|
|
{
|
|
ent->s.angles[1] = newAngle;
|
|
}
|
|
// don't support rotation any other way
|
|
ent->s.angles[0] = 0.0;
|
|
ent->s.angles[2] = 0.0;
|
|
|
|
G_SpawnString("bspmodel", "", &out);
|
|
|
|
ent->s.eFlags = EF_PERMANENT;
|
|
|
|
// Mainly for debugging
|
|
G_SpawnInt( "spacing", "0", &tempint);
|
|
ent->s.time2 = tempint;
|
|
G_SpawnInt( "flatten", "0", &tempint);
|
|
ent->s.time = tempint;
|
|
|
|
Com_sprintf(temp, MAX_QPATH, "#%s", out);
|
|
gi.SetBrushModel( ent, temp ); // SV_SetBrushModel -- sets mins and maxs
|
|
G_BSPIndex(temp);
|
|
|
|
level.mNumBSPInstances++;
|
|
Com_sprintf(temp, MAX_QPATH, "%d-", level.mNumBSPInstances);
|
|
VectorCopy(ent->s.origin, level.mOriginAdjust);
|
|
level.mRotationAdjust = ent->s.angles[1];
|
|
level.mTargetAdjust = temp;
|
|
level.hasBspInstances = qtrue;
|
|
level.mBSPInstanceDepth++;
|
|
|
|
VectorCopy( ent->s.origin, ent->s.pos.trBase );
|
|
VectorCopy( ent->s.origin, ent->currentOrigin );
|
|
VectorCopy( ent->s.angles, ent->s.apos.trBase );
|
|
VectorCopy( ent->s.angles, ent->currentAngles );
|
|
|
|
ent->s.eType = ET_MOVER;
|
|
|
|
gi.linkentity (ent);
|
|
|
|
const char *ents = gi.SetActiveSubBSP(ent->s.modelindex);
|
|
if (ents)
|
|
{
|
|
G_SubBSPSpawnEntitiesFromString(ents, ent->s.origin, ent->s.angles);
|
|
}
|
|
gi.SetActiveSubBSP(-1);
|
|
|
|
level.mBSPInstanceDepth--;
|
|
}
|
|
|
|
#define MAX_INSTANCE_TYPES 16
|
|
|
|
void AddSpawnField(char *field, char *value);
|
|
|
|
/*QUAKED terrain (1.0 1.0 1.0) ? NOVEHDMG
|
|
|
|
NOVEHDMG - don't damage vehicles upon impact with this terrain
|
|
|
|
Terrain entity
|
|
It will stretch to the full height of the brush
|
|
|
|
numPatches - integer number of patches to split the terrain brush into (default 200)
|
|
terxels - integer number of terxels on a patch side (default 4) (2 <= count <= 8)
|
|
seed - integer seed for random terrain generation (default 0)
|
|
textureScale - float scale of texture (default 0.005)
|
|
heightmap - name of heightmap data image to use, located in heightmaps/xxx.png. (must be PNG format)
|
|
terrainDef - defines how the game textures the terrain (file is base/ext_data/rmg/xxx.terrain - default is grassyhills)
|
|
instanceDef - defines which bsp instances appear
|
|
miscentDef - defines which client models spawn on the terrain (file is base/ext_data/rmg/xxx.miscents)
|
|
densityMap - how dense the client models are packed
|
|
|
|
*/
|
|
void SP_terrain(gentity_t *ent)
|
|
{
|
|
G_FreeEntity( ent );
|
|
}
|
|
|
|
//rww - Called by skyportal entities. This will check through entities and flag them
|
|
//as portal ents if they are in the same pvs as a skyportal entity and pass
|
|
//a direct point trace check between origins. I really wanted to use an eFlag for
|
|
//flagging portal entities, but too many entities like to reset their eFlags.
|
|
//Note that this was not part of the original wolf sky portal stuff.
|
|
void G_PortalifyEntities(gentity_t *ent)
|
|
{
|
|
int i = 0;
|
|
gentity_t *scan = NULL;
|
|
|
|
while (i < MAX_GENTITIES)
|
|
{
|
|
scan = &g_entities[i];
|
|
|
|
if (scan && scan->inuse && scan->s.number != ent->s.number && gi.inPVS(ent->s.origin, scan->currentOrigin))
|
|
{
|
|
trace_t tr;
|
|
|
|
gi.trace(&tr, ent->s.origin, vec3_origin, vec3_origin, scan->currentOrigin, ent->s.number, CONTENTS_SOLID, G2_NOCOLLIDE, 0);
|
|
|
|
if (tr.fraction == 1.0 || (tr.entityNum == scan->s.number && tr.entityNum != ENTITYNUM_NONE && tr.entityNum != ENTITYNUM_WORLD))
|
|
{
|
|
scan->s.isPortalEnt = qtrue; //he's flagged now
|
|
}
|
|
}
|
|
|
|
i++;
|
|
}
|
|
|
|
ent->e_ThinkFunc = thinkF_G_FreeEntity; //the portal entity is no longer needed because its information is stored in a config string.
|
|
ent->nextthink = level.time;
|
|
}
|
|
|
|
/*QUAKED misc_skyportal (.6 .7 .7) (-8 -8 0) (8 8 16)
|
|
To have the portal sky fogged, enter any of the following values:
|
|
"fogcolor" (r g b) (values 0.0-1.0)
|
|
"fognear" distance from entity to start fogging
|
|
"fogfar" distance from entity that fog is opaque
|
|
rww - NOTE: fog doesn't work with these currently (at least not in this way).
|
|
Use a fog brush instead.
|
|
*/
|
|
void SP_misc_skyportal (gentity_t *ent)
|
|
{
|
|
vec3_t fogv; //----(SA)
|
|
int fogn; //----(SA)
|
|
int fogf; //----(SA)
|
|
int isfog = 0; // (SA)
|
|
|
|
isfog += G_SpawnVector ("fogcolor", "0 0 0", fogv);
|
|
isfog += G_SpawnInt ("fognear", "0", &fogn);
|
|
isfog += G_SpawnInt ("fogfar", "300", &fogf);
|
|
|
|
gi.SetConfigstring( CS_SKYBOXORG, va("%.2f %.2f %.2f %i %.2f %.2f %.2f %i %i", ent->s.origin[0], ent->s.origin[1], ent->s.origin[2], isfog, fogv[0], fogv[1], fogv[2], fogn, fogf ) );
|
|
|
|
ent->e_ThinkFunc = thinkF_G_PortalifyEntities;
|
|
ent->nextthink = level.time + 1050; //give it some time first so that all other entities are spawned.
|
|
}
|
|
|
|
extern qboolean G_ClearViewEntity( gentity_t *ent );
|
|
extern void G_SetViewEntity( gentity_t *self, gentity_t *viewEntity );
|
|
extern void SP_fx_runner( gentity_t *ent );
|
|
|
|
gentity_t *first_camera_view = NULL;
|
|
int nextUseNotBefore = 0;
|
|
|
|
void camera_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod,int dFlags,int hitLoc )
|
|
{
|
|
if ( player && player->client && player->client->ps.viewEntity == self->s.number )
|
|
{
|
|
first_camera_view = NULL;
|
|
G_UseTargets2( self, player, self->target4 );
|
|
G_ClearViewEntity( player );
|
|
G_Sound( player, self->soundPos2 );
|
|
nextUseNotBefore = level.time + 1000; // wait before allowing to re-enter camera
|
|
}
|
|
G_UseTargets2( self, player, self->closetarget );
|
|
//FIXME: explosion fx/sound
|
|
//leave sparks at origin- where base's pole is still at?
|
|
gentity_t *sparks = G_Spawn();
|
|
if ( sparks )
|
|
{
|
|
sparks->fxFile = "sparks/spark";
|
|
sparks->delay = 100;
|
|
sparks->random = 500;
|
|
sparks->s.angles[0] = 180;//point down
|
|
VectorCopy( self->s.origin, sparks->s.origin );
|
|
SP_fx_runner( sparks );
|
|
}
|
|
|
|
//bye!
|
|
self->takedamage = qfalse;
|
|
self->contents = 0;
|
|
self->s.eFlags |= EF_NODRAW;
|
|
self->s.modelindex = 0;
|
|
}
|
|
|
|
void camera_use( gentity_t *self, gentity_t *other, gentity_t *activator )
|
|
{
|
|
if ( !activator || !activator->client || activator->s.number || level.time < nextUseNotBefore)
|
|
{//really only usable by the player when the time to use has come
|
|
return;
|
|
}
|
|
self->painDebounceTime = level.time + (self->wait*1000);//FRAMETIME*5;//don't check for player buttons for 500 ms
|
|
|
|
// FIXME: I guess we are allowing them to switch to a dead camera. Maybe we should conditionally do this though?
|
|
if ( /*self->health <= 0 ||*/ (player && player->client && player->client->ps.viewEntity == self->s.number) )
|
|
{//I'm already viewEntity, or I'm destroyed, find next
|
|
gentity_t *next = NULL;
|
|
if ( self->target2 != NULL )
|
|
{
|
|
next = G_Find( NULL, FOFS(targetname), self->target2 );
|
|
}
|
|
if ( !next && first_camera_view )
|
|
{// loop through camera views
|
|
next = first_camera_view;
|
|
}
|
|
if ( next )
|
|
{//found another one
|
|
if ( !Q_stricmp( "misc_camera", next->classname ) && next != self )
|
|
{//make sure it's another camera
|
|
camera_use( next, other, activator );
|
|
}
|
|
}
|
|
else //if ( self->health > 0 )
|
|
{//I was the last (only?) one, clear out the viewentity
|
|
first_camera_view = NULL;
|
|
G_UseTargets2( self, activator, self->target4 );
|
|
G_ClearViewEntity( activator );
|
|
G_Sound( activator, self->soundPos2 );
|
|
nextUseNotBefore = level.time + 1000; // wait before allowing to re-enter camera
|
|
}
|
|
}
|
|
else
|
|
{//set me as view entity
|
|
if ( !first_camera_view)
|
|
{
|
|
first_camera_view = self;
|
|
}
|
|
G_UseTargets2( self, activator, self->target3 );
|
|
self->s.eFlags |= EF_NODRAW;
|
|
self->s.modelindex = 0;
|
|
G_SetViewEntity( activator, self );
|
|
G_Sound( activator, self->soundPos1 );
|
|
}
|
|
}
|
|
|
|
void camera_aim( gentity_t *self )
|
|
{
|
|
self->nextthink = level.time + FRAMETIME;
|
|
if ( player && player->client && player->client->ps.viewEntity == self->s.number )
|
|
{//I am the viewEntity
|
|
if ( /* player->client->usercmd.forwardmove || player->client->usercmd.rightmove ||*/ player->client->usercmd.upmove )
|
|
{//player wants to back out of camera
|
|
first_camera_view = NULL;
|
|
G_UseTargets2( self, player, self->target4 );
|
|
G_ClearViewEntity( player );
|
|
G_Sound( player, self->soundPos2 );
|
|
self->painDebounceTime = level.time + (self->wait*1000);//FRAMETIME*5;//don't check for player buttons for 500 ms
|
|
if ( player->client->usercmd.upmove > 0 )
|
|
{//stop player from doing anything for a half second after
|
|
player->aimDebounceTime = level.time + 500;
|
|
}
|
|
nextUseNotBefore = level.time + 1000; // wait before allowing to re-enter camera
|
|
}
|
|
else if ( self->painDebounceTime < level.time )
|
|
{//check for use button
|
|
if ( (player->client->usercmd.buttons&BUTTON_USE) )
|
|
{//player pressed use button, wants to cycle to next
|
|
camera_use( self, player, player );
|
|
}
|
|
}
|
|
else
|
|
{//don't draw me when being looked through
|
|
self->s.eFlags |= EF_NODRAW;
|
|
self->s.modelindex = 0;
|
|
}
|
|
}
|
|
else if ( self->health > 0 )
|
|
{//still alive, can draw me again
|
|
self->s.eFlags &= ~EF_NODRAW;
|
|
self->s.modelindex = self->s.modelindex3;
|
|
}
|
|
//update my aim
|
|
if ( self->target )
|
|
{
|
|
gentity_t *targ = G_Find( NULL, FOFS(targetname), self->target );
|
|
if ( targ )
|
|
{
|
|
vec3_t angles, dir;
|
|
VectorSubtract( targ->currentOrigin, self->currentOrigin, dir );
|
|
vectoangles( dir, angles );
|
|
//FIXME: if a G2 model, do a bone override..???
|
|
VectorCopy( self->currentAngles, self->s.apos.trBase );
|
|
|
|
for( int i = 0; i < 3; i++ )
|
|
{
|
|
angles[i] = AngleNormalize180( angles[i] );
|
|
self->s.apos.trDelta[i] = AngleNormalize180( (angles[i]-self->currentAngles[i])*10 );
|
|
}
|
|
//VectorSubtract( angles, self->currentAngles, self->s.apos.trDelta );
|
|
//VectorScale( self->s.apos.trDelta, 10, self->s.apos.trDelta );
|
|
self->s.apos.trTime = level.time;
|
|
self->s.apos.trDuration = FRAMETIME;
|
|
VectorCopy( angles, self->currentAngles );
|
|
|
|
if ( DistanceSquared( self->currentAngles, self->lastAngles ) > 0.01f ) // if it moved at all, start a loop sound? not exactly the "bestest" solution
|
|
{
|
|
self->s.loopSound = G_SoundIndex( "sound/movers/objects/cameramove_lp2" );
|
|
}
|
|
else
|
|
{
|
|
self->s.loopSound = 0; // not moving so don't bother
|
|
}
|
|
|
|
VectorCopy( self->currentAngles, self->lastAngles );
|
|
//G_SetAngles( self, angles );
|
|
}
|
|
}
|
|
}
|
|
/*QUAKED misc_camera (0 0 1) (-8 -8 -12) (8 8 16) VULNERABLE
|
|
A model in the world that can be used by the player to look through it's viewpoint
|
|
|
|
There will be a video overlay instead of the regular HUD and the FOV will be wider
|
|
|
|
VULNERABLE - allow camera to be destroyed
|
|
|
|
"target" - camera will remain pointed at this entity (if it's a train or some other moving object, it will keep following it)
|
|
"target2" - when player is in this camera and hits the use button, it will cycle to this next camera (if no target2, returns to normal view )
|
|
"target3" - thing to use when player enters this camera view
|
|
"target4" - thing to use when player leaves this camera view
|
|
"closetarget" - (sigh...) yet another target, fired this when it's destroyed
|
|
"wait" - how long to wait between being used (default 0.5)
|
|
*/
|
|
void SP_misc_camera( gentity_t *self )
|
|
{
|
|
G_SpawnFloat( "wait", "0.5", &self->wait );
|
|
|
|
//FIXME: spawn base, too
|
|
gentity_t *base = G_Spawn();
|
|
if ( base )
|
|
{
|
|
base->s.modelindex = G_ModelIndex( "models/map_objects/kejim/impcam_base.md3" );
|
|
VectorCopy( self->s.origin, base->s.origin );
|
|
base->s.origin[2] += 16;
|
|
G_SetOrigin( base, base->s.origin );
|
|
G_SetAngles( base, self->s.angles );
|
|
gi.linkentity( base );
|
|
}
|
|
self->s.modelindex3 = self->s.modelindex = G_ModelIndex( "models/map_objects/kejim/impcam.md3" );
|
|
self->soundPos1 = G_SoundIndex( "sound/movers/camera_on.mp3" );
|
|
self->soundPos2 = G_SoundIndex( "sound/movers/camera_off.mp3" );
|
|
G_SoundIndex( "sound/movers/objects/cameramove_lp2" );
|
|
|
|
G_SetOrigin( self, self->s.origin );
|
|
G_SetAngles( self, self->s.angles );
|
|
self->s.apos.trType = TR_LINEAR_STOP;//TR_INTERPOLATE;//
|
|
self->alt_fire = qtrue;
|
|
VectorSet( self->mins, -8, -8, -12 );
|
|
VectorSet( self->maxs, 8, 8, 0 );
|
|
self->contents = CONTENTS_SOLID;
|
|
gi.linkentity( self );
|
|
|
|
self->fxID = G_EffectIndex( "sparks/spark" );
|
|
|
|
if ( self->spawnflags & 1 ) // VULNERABLE
|
|
{
|
|
self->takedamage = qtrue;
|
|
}
|
|
|
|
self->health = 10;
|
|
self->e_DieFunc = dieF_camera_die;
|
|
|
|
self->e_UseFunc = useF_camera_use;
|
|
|
|
self->e_ThinkFunc = thinkF_camera_aim;
|
|
self->nextthink = level.time + START_TIME_LINK_ENTS;
|
|
}
|
|
/*
|
|
======================================================================
|
|
|
|
SHOOTERS
|
|
|
|
======================================================================
|
|
*/
|
|
|
|
void Use_Shooter( gentity_t *ent, gentity_t *other, gentity_t *activator )
|
|
{
|
|
G_ActivateBehavior(ent,BSET_USE);
|
|
}
|
|
|
|
void InitShooter( gentity_t *ent, int weapon ) {
|
|
ent->e_UseFunc = useF_Use_Shooter;
|
|
ent->s.weapon = weapon;
|
|
|
|
RegisterItem( FindItemForWeapon( (weapon_t) weapon ) );
|
|
|
|
G_SetMovedir( ent->s.angles, ent->movedir );
|
|
|
|
if ( !ent->random ) {
|
|
ent->random = 1.0;
|
|
}
|
|
ent->random = sin( M_PI * ent->random / 180 );
|
|
// target might be a moving object, so we can't set movedir for it
|
|
if ( ent->target ) {
|
|
G_SetEnemy(ent, G_PickTarget( ent->target ));
|
|
}
|
|
gi.linkentity( ent );
|
|
}
|
|
|
|
/*QUAK-ED shooter_rocket (1 0 0) (-16 -16 -16) (16 16 16)
|
|
Fires at either the target or the current direction.
|
|
"random" the number of degrees of deviance from the taget. (1.0 default)
|
|
*/
|
|
void SP_shooter_rocket( gentity_t *ent )
|
|
{
|
|
// InitShooter( ent, WP_TETRION_DISRUPTOR );
|
|
}
|
|
|
|
/*QUAK-ED shooter_plasma (1 0 0) (-16 -16 -16) (16 16 16)
|
|
Fires at either the target or the current direction.
|
|
"random" is the number of degrees of deviance from the taget. (1.0 default)
|
|
*/
|
|
void SP_shooter_plasma( gentity_t *ent )
|
|
{
|
|
InitShooter( ent, WP_BRYAR_PISTOL);
|
|
}
|
|
|
|
/*QUAK-ED shooter_grenade (1 0 0) (-16 -16 -16) (16 16 16)
|
|
Fires at either the target or the current direction.
|
|
"random" is the number of degrees of deviance from the taget. (1.0 default)
|
|
*/
|
|
void SP_shooter_grenade( gentity_t *ent )
|
|
{
|
|
// InitShooter( ent, WP_GRENADE_LAUNCHER);
|
|
}
|
|
|
|
|
|
/*QUAKED object_cargo_barrel1 (1 0 0) (-16 -16 -16) (16 16 29) SMALLER KLINGON NO_SMOKE POWDERKEG
|
|
Cargo Barrel
|
|
if given a targetname, using it makes it explode
|
|
|
|
SMALLER - (-8, -8, -16) (8, 8, 8)
|
|
KLINGON - klingon style barrel
|
|
NO_SMOKE - will not leave lingering smoke cloud when killed
|
|
POWDERKEG - wooden explosive barrel
|
|
|
|
health default = 20
|
|
splashDamage default = 100
|
|
splashRadius default = 200
|
|
*/
|
|
void SP_object_cargo_barrel1(gentity_t *ent)
|
|
{
|
|
if(ent->spawnflags & 8)
|
|
{
|
|
ent->s.modelindex = G_ModelIndex( "/models/mapobjects/cargo/barrel_wood2.md3" );
|
|
// ent->sounds = G_SoundIndex("sound/weapons/explosions/explode3.wav");
|
|
}
|
|
else if(ent->spawnflags & 2)
|
|
{
|
|
ent->s.modelindex = G_ModelIndex( "/models/mapobjects/scavenger/k_barrel.md3" );
|
|
// ent->sounds = G_SoundIndex("sound/weapons/explosions/explode4.wav");
|
|
}
|
|
else
|
|
{
|
|
ent->s.modelindex = G_ModelIndex( va("/models/mapobjects/cargo/barrel%i.md3", Q_irand( 0, 2 )) );
|
|
// ent->sounds = G_SoundIndex("sound/weapons/explosions/explode1.wav");
|
|
}
|
|
|
|
ent->contents = CONTENTS_SOLID|CONTENTS_OPAQUE;
|
|
|
|
if ( ent->spawnflags & 1 )
|
|
{
|
|
VectorSet (ent->mins, -8, -8, -16);
|
|
VectorSet (ent->maxs, 8, 8, 8);
|
|
}
|
|
else
|
|
{
|
|
VectorSet (ent->mins, -16, -16, -16);
|
|
VectorSet (ent->maxs, 16, 16, 29);
|
|
}
|
|
|
|
G_SetOrigin( ent, ent->s.origin );
|
|
VectorCopy( ent->s.angles, ent->s.apos.trBase );
|
|
|
|
if(!ent->health)
|
|
ent->health = 20;
|
|
|
|
if(!ent->splashDamage)
|
|
ent->splashDamage = 100;
|
|
|
|
if(!ent->splashRadius)
|
|
ent->splashRadius = 200;
|
|
|
|
ent->takedamage = qtrue;
|
|
|
|
ent->e_DieFunc = dieF_ExplodeDeath_Wait;
|
|
|
|
if(ent->targetname)
|
|
ent->e_UseFunc = useF_GoExplodeDeath;
|
|
|
|
gi.linkentity (ent);
|
|
}
|
|
|
|
|
|
/*QUAKED misc_dlight (0.2 0.8 0.2) (-4 -4 -4) (4 4 4) STARTOFF FADEON FADEOFF PULSE
|
|
Dynamic light, toggles on and off when used
|
|
|
|
STARTOFF - Starts off
|
|
FADEON - Fades from 0 Radius to start Radius
|
|
FADEOFF - Fades from current Radius to 0 Radius before turning off
|
|
PULSE - This flag must be checked if you want it to fade/switch between start and final RGBA, otherwise it will just sit at startRGBA
|
|
|
|
ownername - Will display the light at the origin of the entity with this targetname
|
|
|
|
startRGBA - Red Green Blue Radius to start with - This MUST be set or your light won't do anything
|
|
|
|
These next values are used only if you want to fade/switch between 2 values (PULSE flag on)
|
|
finalRGBA - Red Green Blue Radius to end with
|
|
speed - how long to take to fade from start to final and final to start. Also how long to fade on and off if appropriate flags are checked (seconds)
|
|
finaltime - how long to hold at final (seconds)
|
|
starttime - how long to hold at start (seconds)
|
|
|
|
TODO: Add random to speed/radius?
|
|
*/
|
|
void SP_misc_dlight(gentity_t *ent)
|
|
{
|
|
G_SetOrigin( ent, ent->s.origin );
|
|
gi.linkentity( ent );
|
|
|
|
ent->speed *= 1000;
|
|
ent->wait *= 1000;
|
|
ent->radius *= 1000;
|
|
|
|
//FIXME: attach self to a train or something?
|
|
ent->e_UseFunc = useF_misc_dlight_use;
|
|
|
|
ent->misc_dlight_active = qfalse;
|
|
ent->e_clThinkFunc = clThinkF_NULL;
|
|
|
|
ent->s.eType = ET_GENERAL;
|
|
//Delay first think so we can find owner
|
|
if ( ent->ownername )
|
|
{
|
|
ent->e_ThinkFunc = thinkF_misc_dlight_think;
|
|
ent->nextthink = level.time + START_TIME_LINK_ENTS;
|
|
}
|
|
|
|
if ( !(ent->spawnflags & 1) )
|
|
{//Turn myself on now
|
|
GEntity_UseFunc( ent, ent, ent );
|
|
}
|
|
}
|
|
|
|
void misc_dlight_use_old ( gentity_t *ent, gentity_t *other, gentity_t *activator )
|
|
{
|
|
G_ActivateBehavior(ent,BSET_USE);
|
|
|
|
if ( ent->misc_dlight_active )
|
|
{//We're on, turn off
|
|
if ( ent->spawnflags & 4 )
|
|
{//fade off
|
|
ent->pushDebounceTime = 3;
|
|
}
|
|
else
|
|
{
|
|
ent->misc_dlight_active = qfalse;
|
|
ent->e_clThinkFunc = clThinkF_NULL;
|
|
|
|
ent->s.eType = ET_GENERAL;
|
|
ent->svFlags &= ~SVF_BROADCAST;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//Start at start regardless of when we were turned off
|
|
if ( ent->spawnflags & 4 )
|
|
{//fade on
|
|
ent->pushDebounceTime = 2;
|
|
}
|
|
else
|
|
{//Just start on
|
|
ent->pushDebounceTime = 0;
|
|
}
|
|
ent->painDebounceTime = level.time;
|
|
|
|
ent->misc_dlight_active = qtrue;
|
|
|
|
ent->e_ThinkFunc = thinkF_misc_dlight_think;
|
|
ent->nextthink = level.time + FRAMETIME;
|
|
|
|
ent->e_clThinkFunc = clThinkF_CG_DLightThink;
|
|
|
|
ent->s.eType = ET_THINKER;
|
|
ent->svFlags |= SVF_BROADCAST;// Broadcast to all clients
|
|
}
|
|
}
|
|
|
|
void misc_dlight_think ( gentity_t *ent )
|
|
{
|
|
//Stay Attached to owner
|
|
if ( ent->owner )
|
|
{
|
|
G_SetOrigin( ent, ent->owner->currentOrigin );
|
|
gi.linkentity( ent );
|
|
}
|
|
else if ( ent->ownername )
|
|
{
|
|
ent->owner = G_Find( NULL, FOFS(targetname), ent->ownername );
|
|
ent->ownername = NULL;
|
|
}
|
|
ent->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
|
|
void station_pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc )
|
|
{
|
|
// self->s.modelindex = G_ModelIndex("/models/mapobjects/stasis/plugin2_in.md3");
|
|
// self->s.eFlags &= ~ EF_ANIM_ALLFAST;
|
|
// self->s.eFlags |= EF_ANIM_ONCE;
|
|
// gi.linkentity (self);
|
|
self->s.modelindex = self->s.modelindex2;
|
|
gi.linkentity (self);
|
|
}
|
|
|
|
// --------------------------------------------------------------------
|
|
//
|
|
// HEALTH/ARMOR plugin functions
|
|
//
|
|
// --------------------------------------------------------------------
|
|
|
|
void health_use( gentity_t *self, gentity_t *other, gentity_t *activator);
|
|
int ITM_AddArmor (gentity_t *ent, int count);
|
|
int ITM_AddHealth (gentity_t *ent, int count);
|
|
|
|
void health_shutdown( gentity_t *self )
|
|
{
|
|
if (!(self->s.eFlags & EF_ANIM_ONCE))
|
|
{
|
|
self->s.eFlags &= ~ EF_ANIM_ALLFAST;
|
|
self->s.eFlags |= EF_ANIM_ONCE;
|
|
|
|
// Switch to and animate its used up model.
|
|
if (!Q_stricmp(self->model,"models/mapobjects/stasis/plugin2.md3"))
|
|
{
|
|
self->s.modelindex = self->s.modelindex2;
|
|
}
|
|
else if (!Q_stricmp(self->model,"models/mapobjects/borg/plugin2.md3"))
|
|
{
|
|
self->s.modelindex = self->s.modelindex2;
|
|
}
|
|
else if (!Q_stricmp(self->model,"models/mapobjects/stasis/plugin2_floor.md3"))
|
|
{
|
|
self->s.modelindex = self->s.modelindex2;
|
|
// G_Sound(self, G_SoundIndex("sound/ambience/stasis/shrinkage1.wav") );
|
|
}
|
|
else if (!Q_stricmp(self->model,"models/mapobjects/forge/panels.md3"))
|
|
{
|
|
self->s.modelindex = self->s.modelindex2;
|
|
}
|
|
|
|
gi.linkentity (self);
|
|
}
|
|
}
|
|
|
|
void health_think( gentity_t *ent )
|
|
{
|
|
int dif;
|
|
|
|
// He's dead, Jim. Don't give him health
|
|
if (ent->enemy->health<1)
|
|
{
|
|
ent->count = 0;
|
|
ent->e_ThinkFunc = thinkF_NULL;
|
|
}
|
|
|
|
// Still has power to give
|
|
if (ent->count > 0)
|
|
{
|
|
// For every 3 points of health, you get 1 point of armor
|
|
// BUT!!! after health is filled up, you get the full energy going to armor
|
|
|
|
dif = ent->enemy->client->ps.stats[STAT_MAX_HEALTH] - ent->enemy->health;
|
|
|
|
if (dif > 3 )
|
|
{
|
|
dif= 3;
|
|
}
|
|
else if (dif < 0)
|
|
{
|
|
dif= 0;
|
|
}
|
|
|
|
if (dif > ent->count) // Can't give more than count
|
|
{
|
|
dif = ent->count;
|
|
}
|
|
|
|
if ((ITM_AddHealth (ent->enemy,dif)) && (dif>0))
|
|
{
|
|
ITM_AddArmor (ent->enemy,1); // 1 armor for every 3 health
|
|
|
|
ent->count-=dif;
|
|
ent->nextthink = level.time + 10;
|
|
}
|
|
else // User has taken all health he can hold, see about giving it all to armor
|
|
{
|
|
dif = ent->enemy->client->ps.stats[STAT_MAX_HEALTH] -
|
|
ent->enemy->client->ps.stats[STAT_ARMOR];
|
|
|
|
if (dif > 3)
|
|
{
|
|
dif = 3;
|
|
}
|
|
else if (dif < 0)
|
|
{
|
|
dif= 0;
|
|
}
|
|
|
|
if (ent->count < dif) // Can't give more than count
|
|
{
|
|
dif = ent->count;
|
|
}
|
|
|
|
if ((!ITM_AddArmor(ent->enemy,dif)) || (dif<=0))
|
|
{
|
|
ent->e_UseFunc = useF_health_use;
|
|
ent->e_ThinkFunc = thinkF_NULL;
|
|
}
|
|
else
|
|
{
|
|
ent->count-=dif;
|
|
ent->nextthink = level.time + 10;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (ent->count < 1)
|
|
{
|
|
health_shutdown(ent);
|
|
}
|
|
}
|
|
|
|
void misc_model_useup( gentity_t *self, gentity_t *other, gentity_t *activator)
|
|
{
|
|
G_ActivateBehavior(self,BSET_USE);
|
|
|
|
self->s.eFlags &= ~ EF_ANIM_ALLFAST;
|
|
self->s.eFlags |= EF_ANIM_ONCE;
|
|
|
|
// Switch to and animate its used up model.
|
|
self->s.modelindex = self->s.modelindex2;
|
|
|
|
gi.linkentity (self);
|
|
|
|
// Use target when used
|
|
if (self->spawnflags & 8)
|
|
{
|
|
G_UseTargets( self, activator );
|
|
}
|
|
|
|
self->e_UseFunc = useF_NULL;
|
|
self->e_ThinkFunc = thinkF_NULL;
|
|
self->nextthink = -1;
|
|
}
|
|
|
|
void health_use( gentity_t *self, gentity_t *other, gentity_t *activator)
|
|
{//FIXME: Heal entire team? Or only those that are undying...?
|
|
int dif;
|
|
int dif2;
|
|
int hold;
|
|
|
|
G_ActivateBehavior(self,BSET_USE);
|
|
|
|
if (self->e_ThinkFunc != thinkF_NULL)
|
|
{
|
|
self->e_ThinkFunc = thinkF_NULL;
|
|
}
|
|
else
|
|
{
|
|
|
|
if (other->client)
|
|
{
|
|
// He's dead, Jim. Don't give him health
|
|
if (other->client->ps.stats[STAT_HEALTH]<1)
|
|
{
|
|
dif = 1;
|
|
self->count = 0;
|
|
}
|
|
else
|
|
{ // Health
|
|
dif = other->client->ps.stats[STAT_MAX_HEALTH] - other->client->ps.stats[STAT_HEALTH];
|
|
// Armor
|
|
dif2 = other->client->ps.stats[STAT_MAX_HEALTH] - other->client->ps.stats[STAT_ARMOR];
|
|
hold = (dif2 - dif);
|
|
// For every 3 points of health, you get 1 point of armor
|
|
// BUT!!! after health is filled up, you get the full energy going to armor
|
|
if (hold>0) // Need more armor than health
|
|
{
|
|
// Calculate total amount of station energy needed.
|
|
|
|
hold = dif / 3; // For every 3 points of health, you get 1 point of armor
|
|
dif2 -= hold;
|
|
dif2 += dif;
|
|
|
|
dif = dif2;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{ // Being triggered to be used up
|
|
dif = 1;
|
|
self->count = 0;
|
|
}
|
|
|
|
// Does player already have full health and full armor?
|
|
if (dif > 0)
|
|
{
|
|
// G_Sound(self, G_SoundIndex("sound/player/suithealth.wav") );
|
|
|
|
if ((dif >= self->count) || (self->count<1)) // use it all up?
|
|
{
|
|
health_shutdown(self);
|
|
}
|
|
// Use target when used
|
|
if (self->spawnflags & 8)
|
|
{
|
|
G_UseTargets( self, activator );
|
|
}
|
|
|
|
self->e_UseFunc = useF_NULL;
|
|
self->enemy = other;
|
|
self->e_ThinkFunc = thinkF_health_think;
|
|
self->nextthink = level.time + 50;
|
|
}
|
|
else
|
|
{
|
|
// G_Sound(self, G_SoundIndex("sound/weapons/noammo.wav") );
|
|
}
|
|
}
|
|
}
|
|
|
|
// --------------------------------------------------------------------
|
|
//
|
|
// AMMO plugin functions
|
|
//
|
|
// --------------------------------------------------------------------
|
|
void ammo_use( gentity_t *self, gentity_t *other, gentity_t *activator);
|
|
int Add_Ammo2 (gentity_t *ent, int ammoType, int count);
|
|
|
|
void ammo_shutdown( gentity_t *self )
|
|
{
|
|
if (!(self->s.eFlags & EF_ANIM_ONCE))
|
|
{
|
|
self->s.eFlags &= ~ EF_ANIM_ALLFAST;
|
|
self->s.eFlags |= EF_ANIM_ONCE;
|
|
|
|
gi.linkentity (self);
|
|
}
|
|
}
|
|
void ammo_think( gentity_t *ent )
|
|
{
|
|
int dif;
|
|
|
|
// Still has ammo to give
|
|
if (ent->count > 0 && ent->enemy )
|
|
{
|
|
dif = ammoData[AMMO_BLASTER].max - ent->enemy->client->ps.ammo[AMMO_BLASTER];
|
|
|
|
if (dif > 2 )
|
|
{
|
|
dif= 2;
|
|
}
|
|
else if (dif < 0)
|
|
{
|
|
dif= 0;
|
|
}
|
|
|
|
if (ent->count < dif) // Can't give more than count
|
|
{
|
|
dif = ent->count;
|
|
}
|
|
|
|
// Give player ammo
|
|
if (Add_Ammo2(ent->enemy,AMMO_BLASTER,dif) && (dif!=0))
|
|
{
|
|
ent->count-=dif;
|
|
ent->nextthink = level.time + 10;
|
|
}
|
|
else // User has taken all ammo he can hold
|
|
{
|
|
ent->e_UseFunc = useF_ammo_use;
|
|
ent->e_ThinkFunc = thinkF_NULL;
|
|
}
|
|
}
|
|
|
|
if (ent->count < 1)
|
|
{
|
|
ammo_shutdown(ent);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------
|
|
void ammo_use( gentity_t *self, gentity_t *other, gentity_t *activator)
|
|
{
|
|
int dif;
|
|
|
|
G_ActivateBehavior(self,BSET_USE);
|
|
|
|
if (self->e_ThinkFunc != thinkF_NULL)
|
|
{
|
|
if (self->e_UseFunc != useF_NULL)
|
|
{
|
|
self->e_ThinkFunc = thinkF_NULL;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (other->client)
|
|
{
|
|
dif = ammoData[AMMO_BLASTER].max - other->client->ps.ammo[AMMO_BLASTER];
|
|
}
|
|
else
|
|
{ // Being triggered to be used up
|
|
dif = 1;
|
|
self->count = 0;
|
|
}
|
|
|
|
// Does player already have full ammo?
|
|
if (dif > 0)
|
|
{
|
|
// G_Sound(self, G_SoundIndex("sound/player/suitenergy.wav") );
|
|
|
|
if ((dif >= self->count) || (self->count<1)) // use it all up?
|
|
{
|
|
ammo_shutdown(self);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// G_Sound(self, G_SoundIndex("sound/weapons/noammo.wav") );
|
|
}
|
|
// Use target when used
|
|
if (self->spawnflags & 8)
|
|
{
|
|
G_UseTargets( self, activator );
|
|
}
|
|
|
|
self->e_UseFunc = useF_NULL;
|
|
G_SetEnemy( self, other );
|
|
self->e_ThinkFunc = thinkF_ammo_think;
|
|
self->nextthink = level.time + 50;
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------
|
|
void mega_ammo_use( gentity_t *self, gentity_t *other, gentity_t *activator )
|
|
{
|
|
G_ActivateBehavior( self, BSET_USE );
|
|
|
|
// Use target when used
|
|
G_UseTargets( self, activator );
|
|
|
|
// first use, adjust the max ammo a person can hold for each type of ammo
|
|
ammoData[AMMO_BLASTER].max = 999;
|
|
ammoData[AMMO_POWERCELL].max = 999;
|
|
|
|
// Set up our count with whatever the max difference will be
|
|
if ( other->client->ps.ammo[AMMO_POWERCELL] > other->client->ps.ammo[AMMO_BLASTER] )
|
|
self->count = ammoData[AMMO_BLASTER].max - other->client->ps.ammo[AMMO_BLASTER];
|
|
else
|
|
self->count = ammoData[AMMO_POWERCELL].max - other->client->ps.ammo[AMMO_POWERCELL];
|
|
|
|
// G_Sound( self, G_SoundIndex("sound/player/superenergy.wav") );
|
|
|
|
// Clear our usefunc, then think until our ammo is full
|
|
self->e_UseFunc = useF_NULL;
|
|
G_SetEnemy( self, other );
|
|
self->e_ThinkFunc = thinkF_mega_ammo_think;
|
|
self->nextthink = level.time + 50;
|
|
|
|
self->s.frame = 0;
|
|
self->s.eFlags |= EF_ANIM_ONCE;
|
|
}
|
|
|
|
//------------------------------------------------------------
|
|
void mega_ammo_think( gentity_t *self )
|
|
{
|
|
int ammo_add = 5;
|
|
|
|
// If the middle model is done animating, and we haven't switched to the last model yet...
|
|
// chuck up the last model.
|
|
|
|
if (!Q_stricmp(self->model,"models/mapobjects/forge/power_up_boss.md3")) // Because the normal forge_ammo model can use this too
|
|
{
|
|
if ( self->s.frame > 16 && self->s.modelindex != self->s.modelindex2 )
|
|
self->s.modelindex = self->s.modelindex2;
|
|
}
|
|
|
|
if ( self->enemy && self->count > 0 )
|
|
{
|
|
// Add an equal ammount of ammo to each type
|
|
self->enemy->client->ps.ammo[AMMO_BLASTER] += ammo_add;
|
|
self->enemy->client->ps.ammo[AMMO_POWERCELL] += ammo_add;
|
|
|
|
// Now cap to prevent overflows
|
|
if ( self->enemy->client->ps.ammo[AMMO_BLASTER] > ammoData[AMMO_BLASTER].max )
|
|
self->enemy->client->ps.ammo[AMMO_BLASTER] = ammoData[AMMO_BLASTER].max;
|
|
|
|
if ( self->enemy->client->ps.ammo[AMMO_POWERCELL] > ammoData[AMMO_POWERCELL].max )
|
|
self->enemy->client->ps.ammo[AMMO_POWERCELL] = ammoData[AMMO_POWERCELL].max;
|
|
|
|
// Decrement the count given counter
|
|
self->count -= ammo_add;
|
|
|
|
// If we've given all we should, prevent giving any more, even if they player is no longer full
|
|
if ( self->count <= 0 )
|
|
{
|
|
self->count = 0;
|
|
self->e_ThinkFunc = thinkF_NULL;
|
|
self->nextthink = -1;
|
|
}
|
|
else
|
|
self->nextthink = 20;
|
|
}
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------
|
|
void switch_models( gentity_t *self, gentity_t *other, gentity_t *activator )
|
|
{
|
|
// FIXME: need a sound here!!
|
|
if ( self->s.modelindex2 )
|
|
self->s.modelindex = self->s.modelindex2;
|
|
}
|
|
|
|
//------------------------------------------------------------
|
|
void touch_ammo_crystal_tigger( gentity_t *self, gentity_t *other, trace_t *trace )
|
|
{
|
|
if ( !other->client )
|
|
return;
|
|
|
|
// dead people can't pick things up
|
|
if ( other->health < 1 )
|
|
return;
|
|
|
|
// Only player can pick it up
|
|
if ( other->s.number != 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( other->client->ps.ammo[ AMMO_POWERCELL ] >= ammoData[AMMO_POWERCELL].max )
|
|
{
|
|
return; // can't hold any more
|
|
}
|
|
|
|
// Add the ammo
|
|
other->client->ps.ammo[AMMO_POWERCELL] += self->owner->count;
|
|
|
|
if ( other->client->ps.ammo[AMMO_POWERCELL] > ammoData[AMMO_POWERCELL].max )
|
|
{
|
|
other->client->ps.ammo[AMMO_POWERCELL] = ammoData[AMMO_POWERCELL].max;
|
|
}
|
|
|
|
// Trigger once only
|
|
self->e_TouchFunc = touchF_NULL;
|
|
|
|
// swap the model to the version without the crystal and ditch the infostring
|
|
self->owner->s.modelindex = self->owner->s.modelindex2;
|
|
|
|
// play the normal pickup sound
|
|
// G_AddEvent( other, EV_ITEM_PICKUP, ITM_AMMO_CRYSTAL_BORG );
|
|
|
|
// fire item targets
|
|
G_UseTargets( self->owner, other );
|
|
}
|
|
|
|
//------------------------------------------------------------
|
|
void spawn_ammo_crystal_trigger( gentity_t *ent )
|
|
{
|
|
gentity_t *other;
|
|
vec3_t mins, maxs;
|
|
|
|
// Set the base bounds
|
|
VectorCopy( ent->s.origin, mins );
|
|
VectorCopy( ent->s.origin, maxs );
|
|
|
|
// Now add an area of influence around the thing
|
|
for ( int i = 0; i < 3; i++ )
|
|
{
|
|
maxs[i] += 48;
|
|
mins[i] -= 48;
|
|
}
|
|
|
|
// create a trigger with this size
|
|
other = G_Spawn( );
|
|
|
|
VectorCopy( mins, other->mins );
|
|
VectorCopy( maxs, other->maxs );
|
|
|
|
// set up the other bits that the engine needs to know
|
|
other->owner = ent;
|
|
other->contents = CONTENTS_TRIGGER;
|
|
other->e_TouchFunc = touchF_touch_ammo_crystal_tigger;
|
|
|
|
gi.linkentity( other );
|
|
}
|
|
|
|
void misc_replicator_item_remove ( gentity_t *self, gentity_t *other, gentity_t *activator )
|
|
{
|
|
self->s.eFlags |= EF_NODRAW;
|
|
//self->contents = 0;
|
|
self->s.modelindex = 0;
|
|
self->e_UseFunc = useF_misc_replicator_item_spawn;
|
|
//FIXME: pickup sound?
|
|
if ( activator->client )
|
|
{
|
|
activator->health += 5;
|
|
if ( activator->health > activator->client->ps.stats[STAT_MAX_HEALTH] ) // Past max health
|
|
{
|
|
activator->health = activator->client->ps.stats[STAT_MAX_HEALTH];
|
|
}
|
|
}
|
|
}
|
|
|
|
void misc_replicator_item_finish_spawn( gentity_t *self )
|
|
{
|
|
//self->contents = CONTENTS_ITEM;
|
|
//FIXME: blinks out for a couple frames when transporter effect is done?
|
|
self->e_UseFunc = useF_misc_replicator_item_remove;
|
|
}
|
|
|
|
void misc_replicator_item_spawn ( gentity_t *self, gentity_t *other, gentity_t *activator )
|
|
{
|
|
switch ( Q_irand( 1, self->count ) )
|
|
{
|
|
case 1:
|
|
self->s.modelindex = self->bounceCount;
|
|
break;
|
|
case 2:
|
|
self->s.modelindex = self->fly_sound_debounce_time;
|
|
break;
|
|
case 3:
|
|
self->s.modelindex = self->painDebounceTime;
|
|
break;
|
|
case 4:
|
|
self->s.modelindex = self->disconnectDebounceTime;
|
|
break;
|
|
case 5:
|
|
self->s.modelindex = self->attackDebounceTime;
|
|
break;
|
|
case 6://max
|
|
self->s.modelindex = self->pushDebounceTime;
|
|
break;
|
|
}
|
|
self->s.eFlags &= ~EF_NODRAW;
|
|
self->e_ThinkFunc = thinkF_misc_replicator_item_finish_spawn;
|
|
self->nextthink = level.time + 4000;//shorter?
|
|
self->e_UseFunc = useF_NULL;
|
|
|
|
gentity_t *tent = G_TempEntity( self->currentOrigin, EV_REPLICATOR );
|
|
tent->owner = self;
|
|
}
|
|
|
|
/*QUAK-ED misc_replicator_item (0.2 0.8 0.2) (-4 -4 0) (4 4 8)
|
|
When used. this will "spawn" an entity with a random model from the ones provided below...
|
|
|
|
Using it again removes the item as if it were picked up.
|
|
|
|
model - first random model key
|
|
model2 - second random model key
|
|
model3 - third random model key
|
|
model4 - fourth random model key
|
|
model5 - fifth random model key
|
|
model6 - sixth random model key
|
|
|
|
NOTE: do not skip one of these model names, start with the lowest and fill in each next highest one with a value. A gap will cause the item to not work correctly.
|
|
|
|
NOTE: if you use an invalid model, it will still try to use it and show the NULL axis model (or nothing at all)
|
|
|
|
targetname - how you refer to it for using it
|
|
*/
|
|
void SP_misc_replicator_item ( gentity_t *self )
|
|
{
|
|
if ( self->model )
|
|
{
|
|
self->bounceCount = G_ModelIndex( self->model );
|
|
self->count++;
|
|
if ( self->model2 )
|
|
{
|
|
self->fly_sound_debounce_time = G_ModelIndex( self->model2 );
|
|
self->count++;
|
|
if ( self->target )
|
|
{
|
|
self->painDebounceTime = G_ModelIndex( self->target );
|
|
self->count++;
|
|
if ( self->target2 )
|
|
{
|
|
self->disconnectDebounceTime = G_ModelIndex( self->target2 );
|
|
self->count++;
|
|
if ( self->target3 )
|
|
{
|
|
self->attackDebounceTime = G_ModelIndex( self->target3 );
|
|
self->count++;
|
|
if ( self->target4 )
|
|
{
|
|
self->pushDebounceTime = G_ModelIndex( self->target4 );
|
|
self->count++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// G_SoundIndex( "sound/movers/switches/replicator.wav" );
|
|
self->e_UseFunc = useF_misc_replicator_item_spawn;
|
|
|
|
self->s.eFlags |= EF_NODRAW;
|
|
//self->contents = 0;
|
|
|
|
VectorSet( self->mins, -4, -4, 0 );
|
|
VectorSet( self->maxs, 4, 4, 8 );
|
|
G_SetOrigin( self, self->s.origin );
|
|
G_SetAngles( self, self->s.angles );
|
|
|
|
gi.linkentity( self );
|
|
}
|
|
|
|
/*QUAKED misc_trip_mine (0.2 0.8 0.2) (-4 -4 -4) (4 4 4) START_ON BROADCAST START_OFF
|
|
Place in a map and point the angles at whatever surface you want it to attach to.
|
|
|
|
START_ON - If you give it a targetname to make it toggle-able, but want it to start on, set this flag
|
|
BROADCAST - ONLY USE THIS IF YOU HAVE TO! causes the trip wire and loop sound to always happen, use this if the beam drops out in certain situations
|
|
START_OFF - If you give it a targetname, it will start completely off (laser AND base unit) until used.
|
|
|
|
The trip mine will attach to that surface and fire it's beam away from the surface at an angle perpendicular to it.
|
|
|
|
targetname - starts off, when used, turns on (toggles)
|
|
|
|
FIXME: sometimes we want these to not be shootable... maybe just put them behind a force field?
|
|
*/
|
|
extern void touchLaserTrap( gentity_t *ent, gentity_t *other, trace_t *trace );
|
|
extern void CreateLaserTrap( gentity_t *laserTrap, vec3_t start, gentity_t *owner );
|
|
|
|
void misc_trip_mine_activate( gentity_t *self, gentity_t *other, gentity_t *activator )
|
|
{
|
|
if ( self->e_ThinkFunc == thinkF_laserTrapThink )
|
|
{
|
|
self->s.eFlags &= ~EF_FIRING;
|
|
self->s.loopSound = 0;
|
|
self->e_ThinkFunc = thinkF_NULL;
|
|
self->nextthink = -1;
|
|
}
|
|
else
|
|
{
|
|
self->e_ThinkFunc = thinkF_laserTrapThink;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
|
|
self->s.eFlags &= ~EF_NODRAW;
|
|
self->contents = CONTENTS_SHOTCLIP;//CAN'T USE CONTENTS_SOLID because only ARCHITECTURE is contents_solid!!!
|
|
self->takedamage = qtrue;
|
|
}
|
|
}
|
|
|
|
void SP_misc_trip_mine( gentity_t *self )
|
|
{
|
|
vec3_t forward, end;
|
|
trace_t trace;
|
|
|
|
AngleVectors( self->s.angles, forward, NULL, NULL );
|
|
VectorMA( self->s.origin, 128, forward, end );
|
|
|
|
gi.trace( &trace, self->s.origin, vec3_origin, vec3_origin, end, self->s.number, MASK_SHOT, (EG2_Collision)0, 0 );
|
|
|
|
if ( trace.allsolid || trace.startsolid )
|
|
{
|
|
Com_Error( ERR_DROP,"misc_trip_mine at %s in solid\n", vtos(self->s.origin) );
|
|
G_FreeEntity( self );
|
|
return;
|
|
}
|
|
if ( trace.fraction == 1.0 )
|
|
{
|
|
Com_Error( ERR_DROP,"misc_trip_mine at %s pointed at no surface\n", vtos(self->s.origin) );
|
|
G_FreeEntity( self );
|
|
return;
|
|
}
|
|
|
|
RegisterItem( FindItemForWeapon( WP_TRIP_MINE )); //precache the weapon
|
|
|
|
self->count = 2/*TRIPWIRE_STYLE*/;
|
|
|
|
vectoangles( trace.plane.normal, end );
|
|
G_SetOrigin( self, trace.endpos );
|
|
G_SetAngles( self, end );
|
|
|
|
CreateLaserTrap( self, trace.endpos, self );
|
|
touchLaserTrap( self, self, &trace );
|
|
self->e_ThinkFunc = thinkF_NULL;
|
|
self->nextthink = -1;
|
|
|
|
if ( !self->targetname || (self->spawnflags&1) )
|
|
{//starts on
|
|
misc_trip_mine_activate( self, self, self );
|
|
}
|
|
if ( self->targetname )
|
|
{
|
|
self->e_UseFunc = useF_misc_trip_mine_activate;
|
|
}
|
|
|
|
if (( self->spawnflags & 2 )) // broadcast...should only be used in very rare cases. could fix networking, perhaps, but james suggested this because it's easier
|
|
{
|
|
self->svFlags |= SVF_BROADCAST;
|
|
}
|
|
|
|
// Whether to start completelly off or not.
|
|
if ( self->targetname && self->spawnflags & 4 )
|
|
{
|
|
self->s.eFlags = EF_NODRAW;
|
|
self->contents = 0;
|
|
self->takedamage = qfalse;
|
|
}
|
|
|
|
gi.linkentity( self );
|
|
}
|
|
|
|
/*QUAKED misc_maglock (0 .5 .8) (-8 -8 -8) (8 8 8) x x x x x x x x
|
|
Place facing a door (using the angle, not a targetname) and it will lock that door. Can only be destroyed by lightsaber and will automatically unlock the door it's attached to
|
|
|
|
NOTE: place these half-way in the door to make it flush with the door's surface.
|
|
|
|
"target" thing to use when destoryed (not doors - it automatically unlocks the door it was angled at)
|
|
"health" default is 10
|
|
*/
|
|
void maglock_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod, int dFlags, int hitLoc )
|
|
{
|
|
//unlock our door if we're the last lock pointed at the door
|
|
if ( self->activator )
|
|
{
|
|
self->activator->lockCount--;
|
|
if ( !self->activator->lockCount )
|
|
{
|
|
self->activator->svFlags &= ~SVF_INACTIVE;
|
|
}
|
|
}
|
|
|
|
//use targets
|
|
G_UseTargets( self, attacker );
|
|
//die
|
|
WP_Explode( self );
|
|
}
|
|
void SP_misc_maglock ( gentity_t *self )
|
|
{
|
|
//NOTE: May have to make these only work on doors that are either untargeted
|
|
// or are targeted by a trigger, not doors fired off by scripts, counters
|
|
// or other such things?
|
|
self->s.modelindex = G_ModelIndex( "models/map_objects/imp_detention/door_lock.md3" );
|
|
self->fxID = G_EffectIndex( "maglock/explosion" );
|
|
|
|
G_SetOrigin( self, self->s.origin );
|
|
|
|
self->e_ThinkFunc = thinkF_maglock_link;
|
|
//FIXME: for some reason, when you re-load a level, these fail to find their doors...? Random? Testing an additional 200ms after the START_TIME_FIND_LINKS
|
|
self->nextthink = level.time + START_TIME_FIND_LINKS+200;//START_TIME_FIND_LINKS;//because we need to let the doors link up and spawn their triggers first!
|
|
}
|
|
void maglock_link( gentity_t *self )
|
|
{
|
|
//find what we're supposed to be attached to
|
|
vec3_t forward, start, end;
|
|
trace_t trace;
|
|
|
|
AngleVectors( self->s.angles, forward, NULL, NULL );
|
|
VectorMA( self->s.origin, 128, forward, end );
|
|
VectorMA( self->s.origin, -4, forward, start );
|
|
|
|
gi.trace( &trace, start, vec3_origin, vec3_origin, end, self->s.number, MASK_SHOT, (EG2_Collision)0, 0 );
|
|
|
|
if ( trace.allsolid || trace.startsolid )
|
|
{
|
|
Com_Error( ERR_DROP,"misc_maglock at %s in solid\n", vtos(self->s.origin) );
|
|
G_FreeEntity( self );
|
|
return;
|
|
}
|
|
if ( trace.fraction == 1.0 )
|
|
{
|
|
self->e_ThinkFunc = thinkF_maglock_link;
|
|
self->nextthink = level.time + 100;
|
|
/*
|
|
Com_Error( ERR_DROP,"misc_maglock at %s pointed at no surface\n", vtos(self->s.origin) );
|
|
G_FreeEntity( self );
|
|
*/
|
|
return;
|
|
}
|
|
gentity_t *traceEnt = &g_entities[trace.entityNum];
|
|
if ( trace.entityNum >= ENTITYNUM_WORLD || !traceEnt || Q_stricmp( "func_door", traceEnt->classname ) )
|
|
{
|
|
self->e_ThinkFunc = thinkF_maglock_link;
|
|
self->nextthink = level.time + 100;
|
|
//Com_Error( ERR_DROP,"misc_maglock at %s not pointed at a door\n", vtos(self->s.origin) );
|
|
//G_FreeEntity( self );
|
|
return;
|
|
}
|
|
|
|
//check the traceEnt, make sure it's a door and give it a lockCount and deactivate it
|
|
//find the trigger for the door
|
|
self->activator = G_FindDoorTrigger( traceEnt );
|
|
if ( !self->activator )
|
|
{
|
|
self->activator = traceEnt;
|
|
}
|
|
self->activator->lockCount++;
|
|
self->activator->svFlags |= SVF_INACTIVE;
|
|
|
|
//now position and orient it
|
|
vectoangles( trace.plane.normal, end );
|
|
G_SetOrigin( self, trace.endpos );
|
|
G_SetAngles( self, end );
|
|
|
|
//make it hittable
|
|
//FIXME: if rotated/inclined this bbox may be off... but okay if we're a ghoul model?
|
|
//self->s.modelindex = G_ModelIndex( "models/map_objects/imp_detention/door_lock.md3" );
|
|
VectorSet( self->mins, -8, -8, -8 );
|
|
VectorSet( self->maxs, 8, 8, 8 );
|
|
self->contents = CONTENTS_CORPSE;
|
|
|
|
//make it destroyable
|
|
self->flags |= FL_SHIELDED;//only damagable by lightsabers
|
|
self->takedamage = qtrue;
|
|
self->health = 10;
|
|
self->e_DieFunc = dieF_maglock_die;
|
|
//self->fxID = G_EffectIndex( "maglock/explosion" );
|
|
|
|
gi.linkentity( self );
|
|
}
|
|
|
|
/*
|
|
================
|
|
EnergyShieldStationSettings
|
|
================
|
|
*/
|
|
void EnergyShieldStationSettings(gentity_t *ent)
|
|
{
|
|
G_SpawnInt( "count", "0", &ent->count );
|
|
|
|
if (!ent->count)
|
|
{
|
|
switch (g_spskill->integer)
|
|
{
|
|
case 0: // EASY
|
|
ent->count = 100;
|
|
break;
|
|
case 1: // MEDIUM
|
|
ent->count = 75;
|
|
break;
|
|
default :
|
|
case 2: // HARD
|
|
ent->count = 50;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
shield_power_converter_use
|
|
================
|
|
*/
|
|
void shield_power_converter_use( gentity_t *self, gentity_t *other, gentity_t *activator)
|
|
{
|
|
int dif,add;
|
|
|
|
if ( !activator || activator->s.number != 0 )
|
|
{
|
|
//only the player gets to use these
|
|
return;
|
|
}
|
|
|
|
G_ActivateBehavior( self,BSET_USE );
|
|
|
|
if ( self->setTime < level.time )
|
|
{
|
|
self->setTime = level.time + 100;
|
|
|
|
dif = 100 - activator->client->ps.stats[STAT_ARMOR]; // FIXME: define for max armor?
|
|
|
|
if ( dif > 0 && self->count ) // Already at full armor?..and do I even have anything to give
|
|
{
|
|
if ( dif > MAX_AMMO_GIVE )
|
|
{
|
|
add = MAX_AMMO_GIVE;
|
|
}
|
|
else
|
|
{
|
|
add = dif;
|
|
}
|
|
|
|
if ( self->count < add )
|
|
{
|
|
add = self->count;
|
|
}
|
|
|
|
self->count -= add;
|
|
|
|
activator->client->ps.stats[STAT_ARMOR] += add;
|
|
|
|
self->s.loopSound = G_SoundIndex( "sound/interface/shieldcon_run.wav" );
|
|
}
|
|
|
|
if ( self->count <= 0 )
|
|
{
|
|
// play empty sound
|
|
self->setTime = level.time + 1000; // extra debounce so that the sounds don't overlap too much
|
|
G_Sound( self, G_SoundIndex( "sound/interface/shieldcon_empty.mp3" ));
|
|
self->s.loopSound = 0;
|
|
|
|
if ( self->s.eFlags & EF_SHADER_ANIM )
|
|
{
|
|
self->s.frame = 1;
|
|
}
|
|
}
|
|
else if ( activator->client->ps.stats[STAT_ARMOR] >= 100 ) // FIXME: define for max
|
|
{
|
|
// play full sound
|
|
G_Sound( self, G_SoundIndex( "sound/interface/shieldcon_done.mp3" ));
|
|
self->setTime = level.time + 1000; // extra debounce so that the sounds don't overlap too much
|
|
self->s.loopSound = 0;
|
|
}
|
|
}
|
|
|
|
if ( self->s.loopSound )
|
|
{
|
|
// we will have to shut of the loop sound, so I guess try and do it intelligently...NOTE: this could get completely stomped every time through the loop
|
|
// this is fine, since it just controls shutting off the sound when there are situations that could start the sound but not shut it off
|
|
self->e_ThinkFunc = thinkF_poll_converter;
|
|
self->nextthink = level.time + 500;
|
|
}
|
|
else
|
|
{
|
|
// sound is already off, so we don't need to "think" about it.
|
|
self->e_ThinkFunc = thinkF_NULL;
|
|
self->nextthink = 0;
|
|
}
|
|
|
|
if ( activator->client->ps.stats[STAT_ARMOR] > 0 )
|
|
{
|
|
activator->client->ps.powerups[PW_BATTLESUIT] = Q3_INFINITE;
|
|
}
|
|
}
|
|
|
|
|
|
/*QUAKED misc_model_shield_power_converter (1 0 0) (-16 -16 -16) (16 16 16) x x x USETARGET
|
|
model="models/items/psd_big.md3"
|
|
Gives shield energy when used.
|
|
|
|
USETARGET - when used it fires off target
|
|
|
|
"health" - how much health the model has - default 60 (zero makes non-breakable)
|
|
"targetname" - dies and displays damagemodel when used, if any (if not, removes itself)
|
|
"target" - what to use when it dies
|
|
"paintarget" - target to fire when hit (but not destroyed)
|
|
"count" - the amount of ammo given when used (default 100)
|
|
*/
|
|
//------------------------------------------------------------
|
|
void SP_misc_model_shield_power_converter( gentity_t *ent )
|
|
{
|
|
SetMiscModelDefaults( ent, useF_shield_power_converter_use, "4", CONTENTS_SOLID, 0, qfalse, qfalse );
|
|
|
|
ent->takedamage = qfalse;
|
|
|
|
EnergyShieldStationSettings(ent);
|
|
|
|
G_SoundIndex("sound/interface/shieldcon_run.wav");
|
|
G_SoundIndex("sound/interface/shieldcon_done.mp3");
|
|
G_SoundIndex("sound/interface/shieldcon_empty.mp3");
|
|
|
|
ent->s.modelindex = G_ModelIndex("models/items/psd_big.md3"); // Precache model
|
|
ent->s.modelindex2 = G_ModelIndex("models/items/psd_big.md3"); // Precache model
|
|
}
|
|
|
|
void bomb_planted_use( gentity_t *self, gentity_t *other, gentity_t *activator)
|
|
{
|
|
if ( self->count == 2 )
|
|
{
|
|
self->s.eFlags &= ~EF_NODRAW;
|
|
self->contents = CONTENTS_SOLID;
|
|
self->count = 1;
|
|
self->s.loopSound = self->noise_index;
|
|
}
|
|
else if ( self->count == 1 )
|
|
{
|
|
self->count = 0;
|
|
// play disarm sound
|
|
self->setTime = level.time + 1000; // extra debounce so that the sounds don't overlap too much
|
|
G_Sound( self, G_SoundIndex("sound/weapons/overchargeend"));
|
|
self->s.loopSound = 0;
|
|
|
|
// this pauses the shader on one frame (more or less)
|
|
self->s.eFlags |= EF_DISABLE_SHADER_ANIM;
|
|
|
|
// this starts the animation for the model
|
|
self->s.eFlags |= EF_ANIM_ONCE;
|
|
self->s.frame = 0;
|
|
|
|
//use targets
|
|
G_UseTargets( self, activator );
|
|
}
|
|
}
|
|
|
|
/*QUAKED misc_model_bomb_planted (1 0 0) (-16 -16 0) (16 16 70) x x x USETARGET
|
|
model="models/map_objects/factory/bomb_new_deact.md3"
|
|
Planted by evil men for evil purposes.
|
|
|
|
"health" - please don't shoot the thermonuclear device
|
|
"forcevisible" - When you turn on force sight (any level), you can see these draw through the entire level...
|
|
*/
|
|
//------------------------------------------------------------
|
|
void SP_misc_model_bomb_planted( gentity_t *ent )
|
|
{
|
|
VectorSet( ent->mins, -16, -16, 0 );
|
|
VectorSet( ent->maxs, 16, 16, 70 );
|
|
|
|
SetMiscModelDefaults( ent, useF_bomb_planted_use, "4", CONTENTS_SOLID, 0, qfalse, qfalse );
|
|
|
|
ent->takedamage = qfalse;
|
|
|
|
G_SoundIndex("sound/weapons/overchargeend");
|
|
|
|
ent->s.modelindex = G_ModelIndex("models/map_objects/factory/bomb_new_deact.md3"); // Precache model
|
|
ent->s.modelindex2 = G_ModelIndex("models/map_objects/factory/bomb_new_deact.md3"); // Precache model
|
|
ent->noise_index = G_SoundIndex("sound/interface/ammocon_run");
|
|
ent->s.loopSound = ent->noise_index;
|
|
//ent->s.eFlags |= EF_SHADER_ANIM;
|
|
//ent->s.frame = ent->startFrame = 0;
|
|
ent->count = 1;
|
|
|
|
// If we have a targetname, we're are invisible until we are spawned in by being used.
|
|
if ( ent->targetname )
|
|
{
|
|
ent->s.eFlags = EF_NODRAW;
|
|
ent->contents = 0;
|
|
ent->count = 2;
|
|
ent->s.loopSound = 0;
|
|
}
|
|
|
|
int forceVisible = 0;
|
|
G_SpawnInt( "forcevisible", "0", &forceVisible );
|
|
if ( forceVisible )
|
|
{//can see these through walls with force sight, so must be broadcast
|
|
//ent->svFlags |= SVF_BROADCAST;
|
|
ent->s.eFlags |= EF_FORCE_VISIBLE;
|
|
}
|
|
}
|
|
|
|
void beacon_deploy( gentity_t *ent )
|
|
{
|
|
ent->e_ThinkFunc = thinkF_beacon_think;
|
|
ent->nextthink = level.time + FRAMETIME * 0.5f;
|
|
|
|
ent->s.frame = 0;
|
|
ent->startFrame = 0;
|
|
ent->endFrame = 30;
|
|
ent->loopAnim = qfalse;
|
|
}
|
|
|
|
void beacon_think( gentity_t *ent )
|
|
{
|
|
ent->nextthink = level.time + FRAMETIME * 0.5f;
|
|
|
|
// Deploy animation complete? Stop thinking and just animate signal forever.
|
|
if ( ent->s.frame == 30 )
|
|
{
|
|
ent->e_ThinkFunc = thinkF_NULL;
|
|
ent->nextthink = -1;
|
|
|
|
ent->startFrame = 31;
|
|
ent->endFrame = 60;
|
|
ent->loopAnim = qtrue;
|
|
|
|
ent->s.loopSound = ent->noise_index;
|
|
}
|
|
}
|
|
|
|
void beacon_use( gentity_t *self, gentity_t *other, gentity_t *activator)
|
|
{
|
|
// Every time it's used it will be toggled on or off.
|
|
if ( self->count == 0 )
|
|
{
|
|
self->s.eFlags &= ~EF_NODRAW;
|
|
self->contents = CONTENTS_SOLID;
|
|
self->count = 1;
|
|
self->svFlags = SVF_ANIMATING;
|
|
beacon_deploy( self );
|
|
}
|
|
else
|
|
{
|
|
self->s.eFlags = EF_NODRAW;
|
|
self->contents = 0;
|
|
self->count = 0;
|
|
self->s.loopSound = 0;
|
|
self->svFlags = 0;
|
|
}
|
|
}
|
|
|
|
/*QUAKED misc_model_beacon (1 0 0) (-16 -16 0) (16 16 24) x x x
|
|
model="models/map_objects/wedge/beacon.md3"
|
|
An animating beacon model.
|
|
|
|
"forcevisible" - When you turn on force sight (any level), you can see these draw through the entire level...
|
|
*/
|
|
//------------------------------------------------------------
|
|
void SP_misc_model_beacon( gentity_t *ent )
|
|
{
|
|
VectorSet( ent->mins, -16, -16, 0 );
|
|
VectorSet( ent->maxs, 16, 16, 24 );
|
|
|
|
SetMiscModelDefaults( ent, useF_beacon_use, "4", CONTENTS_SOLID, 0, qfalse, qfalse );
|
|
|
|
ent->takedamage = qfalse;
|
|
|
|
//G_SoundIndex("sound/weapons/overchargeend");
|
|
|
|
ent->s.modelindex = G_ModelIndex("models/map_objects/wedge/beacon.md3"); // Precache model
|
|
ent->s.modelindex2 = G_ModelIndex("models/map_objects/wedge/beacon.md3"); // Precache model
|
|
ent->noise_index = G_SoundIndex("sound/interface/ammocon_run");
|
|
|
|
// If we have a targetname, we're are invisible until we are spawned in by being used.
|
|
if ( ent->targetname )
|
|
{
|
|
ent->s.eFlags = EF_NODRAW;
|
|
ent->contents = 0;
|
|
ent->s.loopSound = 0;
|
|
ent->count = 0;
|
|
}
|
|
else
|
|
{
|
|
ent->count = 1;
|
|
beacon_deploy( ent );
|
|
}
|
|
|
|
int forceVisible = 0;
|
|
G_SpawnInt( "forcevisible", "0", &forceVisible );
|
|
if ( forceVisible )
|
|
{//can see these through walls with force sight, so must be broadcast
|
|
//ent->svFlags |= SVF_BROADCAST;
|
|
ent->s.eFlags |= EF_FORCE_VISIBLE;
|
|
}
|
|
}
|
|
|
|
/*QUAKED misc_shield_floor_unit (1 0 0) (-16 -16 0) (16 16 32) x x x USETARGET
|
|
model="models/items/a_shield_converter.md3"
|
|
Gives shield energy when used.
|
|
|
|
USETARGET - when used it fires off target
|
|
|
|
"health" - how much health the model has - default 60 (zero makes non-breakable)
|
|
"targetname" - dies and displays damagemodel when used, if any (if not, removes itself)
|
|
"target" - what to use when it dies
|
|
"paintarget" - target to fire when hit (but not destroyed)
|
|
"count" - the amount of ammo given when used (default 100)
|
|
*/
|
|
//------------------------------------------------------------
|
|
void SP_misc_shield_floor_unit( gentity_t *ent )
|
|
{
|
|
VectorSet( ent->mins, -16, -16, 0 );
|
|
VectorSet( ent->maxs, 16, 16, 32 );
|
|
|
|
SetMiscModelDefaults( ent, useF_shield_power_converter_use, "4", CONTENTS_SOLID, 0, qfalse, qfalse );
|
|
|
|
ent->takedamage = qfalse;
|
|
|
|
EnergyShieldStationSettings(ent);
|
|
|
|
G_SoundIndex("sound/interface/shieldcon_run.wav");
|
|
G_SoundIndex("sound/interface/shieldcon_done.mp3");
|
|
G_SoundIndex("sound/interface/shieldcon_empty.mp3");
|
|
|
|
ent->s.modelindex = G_ModelIndex( "models/items/a_shield_converter.md3" ); // Precache model
|
|
ent->s.eFlags |= EF_SHADER_ANIM;
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
EnergyAmmoShieldStationSettings
|
|
================
|
|
*/
|
|
void EnergyAmmoStationSettings(gentity_t *ent)
|
|
{
|
|
G_SpawnInt( "count", "0", &ent->count );
|
|
|
|
if (!ent->count)
|
|
{
|
|
switch (g_spskill->integer)
|
|
{
|
|
case 0: // EASY
|
|
ent->count = 100;
|
|
break;
|
|
case 1: // MEDIUM
|
|
ent->count = 75;
|
|
break;
|
|
default :
|
|
case 2: // HARD
|
|
ent->count = 50;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// There has to be an easier way to turn off the looping sound...but
|
|
// it's the night before beta and my brain is fried
|
|
//------------------------------------------------------------------
|
|
void poll_converter( gentity_t *self )
|
|
{
|
|
self->s.loopSound = 0;
|
|
self->nextthink = 0;
|
|
self->e_ThinkFunc = thinkF_NULL;
|
|
}
|
|
|
|
/*
|
|
================
|
|
ammo_power_converter_use
|
|
================
|
|
*/
|
|
void ammo_power_converter_use( gentity_t *self, gentity_t *other, gentity_t *activator)
|
|
{
|
|
int add;
|
|
int difBlaster,difPowerCell,difMetalBolts;
|
|
playerState_t *ps;
|
|
|
|
if ( !activator || activator->s.number != 0 )
|
|
{//only the player gets to use these
|
|
return;
|
|
}
|
|
|
|
G_ActivateBehavior( self, BSET_USE );
|
|
|
|
ps = &activator->client->ps;
|
|
|
|
if ( self->setTime < level.time )
|
|
{
|
|
difBlaster = ammoData[AMMO_BLASTER].max - ps->ammo[AMMO_BLASTER];
|
|
difPowerCell = ammoData[AMMO_POWERCELL].max - ps->ammo[AMMO_POWERCELL];
|
|
difMetalBolts = ammoData[AMMO_METAL_BOLTS].max - ps->ammo[AMMO_METAL_BOLTS];
|
|
|
|
// Has it got any power left...and can we even use any of it?
|
|
if ( self->count && ( difBlaster > 0 || difPowerCell > 0 || difMetalBolts > 0 ))
|
|
{
|
|
// at least one of the ammo types could stand to take on a bit more ammo
|
|
self->setTime = level.time + 100;
|
|
self->s.loopSound = G_SoundIndex( "sound/interface/ammocon_run.wav" );
|
|
|
|
// dole out ammo in little packets
|
|
if ( self->count > MAX_AMMO_GIVE )
|
|
{
|
|
add = MAX_AMMO_GIVE;
|
|
}
|
|
else if ( self->count < 0 )
|
|
{
|
|
add = 0;
|
|
}
|
|
else
|
|
{
|
|
add = self->count;
|
|
}
|
|
|
|
// all weapons fill at same rate...
|
|
ps->ammo[AMMO_BLASTER] += add;
|
|
ps->ammo[AMMO_POWERCELL] += add;
|
|
ps->ammo[AMMO_METAL_BOLTS] += add;
|
|
|
|
// ...then get clamped to max
|
|
if ( ps->ammo[AMMO_BLASTER] > ammoData[AMMO_BLASTER].max )
|
|
{
|
|
ps->ammo[AMMO_BLASTER] = ammoData[AMMO_BLASTER].max;
|
|
}
|
|
|
|
if ( ps->ammo[AMMO_POWERCELL] > ammoData[AMMO_POWERCELL].max )
|
|
{
|
|
ps->ammo[AMMO_POWERCELL] = ammoData[AMMO_POWERCELL].max;
|
|
}
|
|
|
|
if ( ps->ammo[AMMO_METAL_BOLTS] > ammoData[AMMO_METAL_BOLTS].max )
|
|
{
|
|
ps->ammo[AMMO_METAL_BOLTS] = ammoData[AMMO_METAL_BOLTS].max;
|
|
}
|
|
|
|
self->count -= add;
|
|
}
|
|
|
|
if ( self->count <= 0 )
|
|
{
|
|
// play empty sound
|
|
self->setTime = level.time + 1000; // extra debounce so that the sounds don't overlap too much
|
|
G_Sound( self, G_SoundIndex( "sound/interface/ammocon_empty.mp3" ));
|
|
self->s.loopSound = 0;
|
|
|
|
if ( self->s.eFlags & EF_SHADER_ANIM )
|
|
{
|
|
self->s.frame = 1;
|
|
}
|
|
}
|
|
else if ( ps->ammo[AMMO_BLASTER] >= ammoData[AMMO_BLASTER].max
|
|
&& ps->ammo[AMMO_POWERCELL] >= ammoData[AMMO_POWERCELL].max
|
|
&& ps->ammo[AMMO_METAL_BOLTS] >= ammoData[AMMO_METAL_BOLTS].max )
|
|
{
|
|
// play full sound
|
|
G_Sound( self, G_SoundIndex( "sound/interface/ammocon_done.wav" ));
|
|
self->setTime = level.time + 1000; // extra debounce so that the sounds don't overlap too much
|
|
self->s.loopSound = 0;
|
|
}
|
|
}
|
|
|
|
|
|
if ( self->s.loopSound )
|
|
{
|
|
// we will have to shut of the loop sound, so I guess try and do it intelligently...NOTE: this could get completely stomped every time through the loop
|
|
// this is fine, since it just controls shutting off the sound when there are situations that could start the sound but not shut it off
|
|
self->e_ThinkFunc = thinkF_poll_converter;
|
|
self->nextthink = level.time + 500;
|
|
}
|
|
else
|
|
{
|
|
// sound is already off, so we don't need to "think" about it.
|
|
self->e_ThinkFunc = thinkF_NULL;
|
|
self->nextthink = 0;
|
|
}
|
|
}
|
|
|
|
/*QUAKED misc_model_ammo_power_converter (1 0 0) (-16 -16 -16) (16 16 16) x x x USETARGET
|
|
model="models/items/power_converter.md3"
|
|
Gives ammo energy when used.
|
|
|
|
USETARGET - when used it fires off target
|
|
|
|
"health" - how much health the model has - default 60 (zero makes non-breakable)
|
|
"targetname" - dies and displays damagemodel when used, if any (if not, removes itself)
|
|
"target" - what to use when it dies
|
|
"paintarget" - target to fire when hit (but not destroyed)
|
|
"count" - the amount of ammo given when used (default 100)
|
|
*/
|
|
//------------------------------------------------------------
|
|
void SP_misc_model_ammo_power_converter( gentity_t *ent )
|
|
{
|
|
SetMiscModelDefaults( ent, useF_ammo_power_converter_use, "4", CONTENTS_SOLID, 0, qfalse, qfalse );
|
|
|
|
ent->takedamage = qfalse;
|
|
|
|
EnergyAmmoStationSettings(ent);
|
|
|
|
G_SoundIndex("sound/interface/ammocon_run.wav");
|
|
G_SoundIndex("sound/interface/ammocon_done.mp3");
|
|
G_SoundIndex("sound/interface/ammocon_empty.mp3");
|
|
|
|
ent->s.modelindex = G_ModelIndex("models/items/power_converter.md3"); // Precache model
|
|
ent->s.modelindex2 = G_ModelIndex("models/items/power_converter.md3"); // Precache model
|
|
}
|
|
|
|
/*QUAKED misc_ammo_floor_unit (1 0 0) (-16 -16 0) (16 16 32) x x x USETARGET
|
|
model="models/items/a_pwr_converter.md3"
|
|
Gives ammo energy when used.
|
|
|
|
USETARGET - when used it fires off target
|
|
|
|
"health" - how much health the model has - default 60 (zero makes non-breakable)
|
|
"targetname" - dies and displays damagemodel when used, if any (if not, removes itself)
|
|
"target" - what to use when it dies
|
|
"paintarget" - target to fire when hit (but not destroyed)
|
|
"count" - the amount of ammo given when used (default 100)
|
|
*/
|
|
//------------------------------------------------------------
|
|
void SP_misc_ammo_floor_unit( gentity_t *ent )
|
|
{
|
|
VectorSet( ent->mins, -16, -16, 0 );
|
|
VectorSet( ent->maxs, 16, 16, 32 );
|
|
|
|
SetMiscModelDefaults( ent, useF_ammo_power_converter_use, "4", CONTENTS_SOLID, 0, qfalse, qfalse );
|
|
|
|
ent->takedamage = qfalse;
|
|
|
|
EnergyAmmoStationSettings(ent);
|
|
|
|
G_SoundIndex("sound/interface/ammocon_run.wav");
|
|
G_SoundIndex("sound/interface/ammocon_done.mp3");
|
|
G_SoundIndex("sound/interface/ammocon_empty.mp3");
|
|
|
|
ent->s.modelindex = G_ModelIndex("models/items/a_pwr_converter.md3"); // Precache model
|
|
ent->s.eFlags |= EF_SHADER_ANIM;
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
welder_think
|
|
================
|
|
*/
|
|
void welder_think( gentity_t *self )
|
|
{
|
|
self->nextthink = level.time + 200;
|
|
vec3_t org,
|
|
dir;
|
|
mdxaBone_t boltMatrix;
|
|
|
|
if( self->svFlags & SVF_INACTIVE )
|
|
{
|
|
return;
|
|
}
|
|
|
|
int newBolt;
|
|
|
|
// could alternate between the two... or make it random... ?
|
|
newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*flash" );
|
|
// newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*flash01" );
|
|
|
|
if ( newBolt != -1 )
|
|
{
|
|
G_Sound( self, self->noise_index );
|
|
// G_PlayEffect( "blueWeldSparks", self->playerModel, newBolt, self->s.number);
|
|
// The welder gets rotated around a lot, and since the origin is offset by 352 I have to make this super expensive call to position the hurt...
|
|
gi.G2API_GetBoltMatrix( self->ghoul2, self->playerModel, newBolt,
|
|
&boltMatrix, self->currentAngles, self->currentOrigin, (cg.time?cg.time:level.time),
|
|
NULL, self->s.modelScale );
|
|
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, org );
|
|
VectorSubtract( self->currentOrigin, org, dir );
|
|
VectorNormalize( dir );
|
|
// we want the welder effect to face inwards....
|
|
G_PlayEffect( "sparks/blueWeldSparks", org, dir );
|
|
G_RadiusDamage( org, self, 10, 45, self, MOD_UNKNOWN );
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
================
|
|
welder_use
|
|
================
|
|
*/
|
|
void welder_use( gentity_t *self, gentity_t *other, gentity_t *activator )
|
|
{
|
|
// Toggle on and off
|
|
if( self->spawnflags & 1 )
|
|
{
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
else
|
|
{
|
|
self->nextthink = -1;
|
|
}
|
|
self->spawnflags = (self->spawnflags ^ 1);
|
|
|
|
}
|
|
|
|
/*QUAKED misc_model_welder (1 0 0) (-16 -16 -16) (16 16 16) START_OFF
|
|
model="models/map_objects/cairn/welder.md3"
|
|
When 'on' emits sparks from it's welding points
|
|
|
|
START_OFF - welder starts off, using it toggles it on/off
|
|
|
|
*/
|
|
//------------------------------------------------------------
|
|
void SP_misc_model_welder( gentity_t *ent )
|
|
{
|
|
VectorSet( ent->mins, 336, -16, 0 );
|
|
VectorSet( ent->maxs, 368, 16, 32 );
|
|
|
|
SetMiscModelDefaults( ent, useF_welder_use, "4", CONTENTS_SOLID, 0, qfalse, qfalse );
|
|
|
|
ent->takedamage = qfalse;
|
|
ent->contents = 0;
|
|
G_EffectIndex( "sparks/blueWeldSparks" );
|
|
ent->noise_index = G_SoundIndex( "sound/movers/objects/welding.wav" );
|
|
|
|
ent->s.modelindex = G_ModelIndex( "models/map_objects/cairn/welder.glm" );
|
|
// ent->s.modelindex2 = G_ModelIndex( "models/map_objects/cairn/welder.md3" );
|
|
ent->playerModel = gi.G2API_InitGhoul2Model( ent->ghoul2, "models/map_objects/cairn/welder.glm", ent->s.modelindex, NULL_HANDLE, NULL_HANDLE, 0, 0 );
|
|
ent->s.radius = 400.0f;// the origin of the welder is offset by approximately 352, so we need the big radius
|
|
|
|
ent->e_ThinkFunc = thinkF_welder_think;
|
|
|
|
ent->nextthink = level.time + 1000;
|
|
if( ent->spawnflags & 1 )
|
|
{
|
|
ent->nextthink = -1;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
jabba_cam_use
|
|
================
|
|
*/
|
|
void jabba_cam_use( gentity_t *self, gentity_t *other, gentity_t *activator )
|
|
{
|
|
if( self->spawnflags & 1 )
|
|
{
|
|
self->spawnflags &= ~1;
|
|
gi.G2API_SetBoneAnimIndex( &self->ghoul2[self->playerModel], self->rootBone, 15, 0, BONE_ANIM_OVERRIDE_FREEZE, -1.5f, (cg.time?cg.time:level.time), -1, 0 );
|
|
|
|
}
|
|
else
|
|
{
|
|
self->spawnflags |= 1;
|
|
gi.G2API_SetBoneAnimIndex( &self->ghoul2[self->playerModel], self->rootBone, 0, 15, BONE_ANIM_OVERRIDE_FREEZE, 1.5f, (cg.time?cg.time:level.time), -1, 0 );
|
|
}
|
|
}
|
|
|
|
/*QUAKED misc_model_jabba_cam (1 0 0) ( 0 -8 0) (60 8 16) EXTENDED
|
|
model="models/map_objects/nar_shaddar/jabacam.md3"
|
|
|
|
The eye camera that popped out of Jabba's front door
|
|
|
|
EXTENDED - Starts in the extended position
|
|
|
|
targetname - Toggles it on/off
|
|
|
|
*/
|
|
//-----------------------------------------------------
|
|
void SP_misc_model_jabba_cam( gentity_t *ent )
|
|
//-----------------------------------------------------
|
|
{
|
|
|
|
VectorSet( ent->mins, -60.0f, -8.0f, 0.0f );
|
|
VectorSet( ent->maxs, 60.0f, 8.0f, 16.0f );
|
|
|
|
SetMiscModelDefaults( ent, useF_jabba_cam_use, "4", 0, 0, qfalse, qfalse );
|
|
G_SetAngles( ent, ent->s.angles );
|
|
|
|
ent->s.modelindex = G_ModelIndex( "models/map_objects/nar_shaddar/jabacam/jabacam.glm" );
|
|
ent->playerModel = gi.G2API_InitGhoul2Model( ent->ghoul2, "models/map_objects/nar_shaddar/jabacam/jabacam.glm", ent->s.modelindex, NULL_HANDLE, NULL_HANDLE, 0, 0 );
|
|
ent->s.radius = 150.0f; //......
|
|
VectorSet( ent->s.modelScale, 1.0f, 1.0f, 1.0f );
|
|
|
|
ent->rootBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "model_root", qtrue );
|
|
|
|
ent->e_UseFunc = useF_jabba_cam_use;
|
|
|
|
ent->takedamage = qfalse;
|
|
|
|
// start extended..
|
|
if ( ent->spawnflags & 1 )
|
|
{
|
|
gi.G2API_SetBoneAnimIndex( &ent->ghoul2[ent->playerModel], ent->rootBone, 0, 15, BONE_ANIM_OVERRIDE_FREEZE, 0.6f, cg.time, -1, -1 );
|
|
}
|
|
|
|
gi.linkentity( ent );
|
|
}
|
|
|
|
//------------------------------------------------------------------------
|
|
void misc_use( gentity_t *self, gentity_t *other, gentity_t *activator )
|
|
{
|
|
misc_model_breakable_die( self, other, activator, 100, MOD_UNKNOWN );
|
|
}
|
|
|
|
/*QUAKED misc_exploding_crate (1 0 0.25) (-24 -24 0) (24 24 64)
|
|
model="models/map_objects/nar_shaddar/crate_xplode.md3"
|
|
Basic exploding crate
|
|
|
|
"health" - how much health the model has - default 40 (zero makes non-breakable)
|
|
|
|
"splashRadius" - radius to do damage in - default 128
|
|
"splashDamage" - amount of damage to do when it explodes - default 50
|
|
|
|
"targetname" - auto-explodes
|
|
"target" - what to use when it dies
|
|
|
|
*/
|
|
//------------------------------------------------------------
|
|
void SP_misc_exploding_crate( gentity_t *ent )
|
|
{
|
|
G_SpawnInt( "health", "40", &ent->health );
|
|
G_SpawnInt( "splashRadius", "128", &ent->splashRadius );
|
|
G_SpawnInt( "splashDamage", "50", &ent->splashDamage );
|
|
|
|
ent->s.modelindex = G_ModelIndex( "models/map_objects/nar_shaddar/crate_xplode.md3" );
|
|
G_SoundIndex("sound/weapons/explosions/cargoexplode.wav");
|
|
G_EffectIndex( "chunks/metalexplode" );
|
|
|
|
VectorSet( ent->mins, -24, -24, 0 );
|
|
VectorSet( ent->maxs, 24, 24, 64 );
|
|
|
|
ent->contents = CONTENTS_SOLID|CONTENTS_OPAQUE|CONTENTS_BODY|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP;//CONTENTS_SOLID;
|
|
ent->takedamage = qtrue;
|
|
|
|
G_SetOrigin( ent, ent->s.origin );
|
|
VectorCopy( ent->s.angles, ent->s.apos.trBase );
|
|
gi.linkentity (ent);
|
|
|
|
if ( ent->targetname )
|
|
{
|
|
ent->e_UseFunc = useF_misc_use;
|
|
}
|
|
|
|
ent->material = MAT_CRATE1;
|
|
ent->e_DieFunc = dieF_misc_model_breakable_die;//ExplodeDeath;
|
|
}
|
|
|
|
/*QUAKED misc_gas_tank (1 0 0.25) (-4 -4 0) (4 4 40)
|
|
model="models/map_objects/imp_mine/tank.md3"
|
|
Basic exploding oxygen tank
|
|
|
|
"health" - how much health the model has - default 20 (zero makes non-breakable)
|
|
|
|
"splashRadius" - radius to do damage in - default 48
|
|
"splashDamage" - amount of damage to do when it explodes - default 32
|
|
|
|
"targetname" - auto-explodes
|
|
"target" - what to use when it dies
|
|
|
|
*/
|
|
|
|
void gas_random_jet( gentity_t *self )
|
|
{
|
|
vec3_t pt;
|
|
|
|
VectorCopy( self->currentOrigin, pt );
|
|
pt[2] += 50;
|
|
|
|
G_PlayEffect( "env/mini_gasjet", pt );
|
|
|
|
self->nextthink = level.time + Q_flrand(0.0f, 1.0f) * 16000 + 12000; // do this rarely
|
|
}
|
|
|
|
//------------------------------------------------------------
|
|
void GasBurst( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, const vec3_t point, int damage, int mod, int hitLoc )
|
|
{
|
|
vec3_t pt;
|
|
|
|
VectorCopy( self->currentOrigin, pt );
|
|
pt[2] += 46;
|
|
|
|
G_PlayEffect( "env/mini_flamejet", pt );
|
|
|
|
// do some damage to anything that may be standing on top of it when it bursts into flame
|
|
pt[2] += 32;
|
|
G_RadiusDamage( pt, self, 32, 32, self, MOD_UNKNOWN );
|
|
|
|
// only get one burst
|
|
self->e_PainFunc = painF_NULL;
|
|
}
|
|
|
|
//------------------------------------------------------------
|
|
void SP_misc_gas_tank( gentity_t *ent )
|
|
{
|
|
G_SpawnInt( "health", "20", &ent->health );
|
|
G_SpawnInt( "splashRadius", "48", &ent->splashRadius );
|
|
G_SpawnInt( "splashDamage", "32", &ent->splashDamage );
|
|
|
|
ent->s.modelindex = G_ModelIndex( "models/map_objects/imp_mine/tank.md3" );
|
|
G_SoundIndex("sound/weapons/explosions/cargoexplode.wav");
|
|
G_EffectIndex( "chunks/metalexplode" );
|
|
G_EffectIndex( "env/mini_flamejet" );
|
|
G_EffectIndex( "env/mini_gasjet" );
|
|
|
|
VectorSet( ent->mins, -4, -4, 0 );
|
|
VectorSet( ent->maxs, 4, 4, 40 );
|
|
|
|
ent->contents = CONTENTS_SOLID;
|
|
ent->takedamage = qtrue;
|
|
|
|
G_SetOrigin( ent, ent->s.origin );
|
|
VectorCopy( ent->s.angles, ent->s.apos.trBase );
|
|
gi.linkentity (ent);
|
|
|
|
ent->e_PainFunc = painF_GasBurst;
|
|
|
|
if ( ent->targetname )
|
|
{
|
|
ent->e_UseFunc = useF_misc_use;
|
|
}
|
|
|
|
ent->material = MAT_METAL3;
|
|
|
|
ent->e_DieFunc = dieF_misc_model_breakable_die;
|
|
|
|
ent->e_ThinkFunc = thinkF_gas_random_jet;
|
|
ent->nextthink = level.time + Q_flrand(0.0f, 1.0f) * 12000 + 6000; // do this rarely
|
|
}
|
|
|
|
/*QUAKED misc_crystal_crate (1 0 0.25) (-34 -34 0) (34 34 44) NON_SOLID
|
|
model="models/map_objects/imp_mine/crate_open.md3"
|
|
Open crate of crystals that explode when shot
|
|
|
|
NON_SOLID - can only be shot
|
|
|
|
"health" - how much health the crate has, default 80
|
|
|
|
"splashRadius" - radius to do damage in, default 80
|
|
"splashDamage" - amount of damage to do when it explodes, default 40
|
|
|
|
"targetname" - auto-explodes
|
|
"target" - what to use when it dies
|
|
|
|
*/
|
|
|
|
//------------------------------------------------------------
|
|
void CrystalCratePain( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, const vec3_t point, int damage, int mod, int hitLoc )
|
|
{
|
|
vec3_t pt;
|
|
|
|
VectorCopy( self->currentOrigin, pt );
|
|
pt[2] += 36;
|
|
|
|
G_PlayEffect( "env/crystal_crate", pt );
|
|
|
|
// do some damage, heh
|
|
pt[2] += 32;
|
|
G_RadiusDamage( pt, self, 16, 32, self, MOD_UNKNOWN );
|
|
|
|
}
|
|
|
|
//------------------------------------------------------------
|
|
void SP_misc_crystal_crate( gentity_t *ent )
|
|
{
|
|
G_SpawnInt( "health", "80", &ent->health );
|
|
G_SpawnInt( "splashRadius", "80", &ent->splashRadius );
|
|
G_SpawnInt( "splashDamage", "40", &ent->splashDamage );
|
|
|
|
ent->s.modelindex = G_ModelIndex( "models/map_objects/imp_mine/crate_open.md3" );
|
|
ent->fxID = G_EffectIndex( "thermal/explosion" ); // FIXME: temp
|
|
G_EffectIndex( "env/crystal_crate" );
|
|
G_SoundIndex("sound/weapons/explosions/cargoexplode.wav");
|
|
|
|
VectorSet( ent->mins, -34, -34, 0 );
|
|
VectorSet( ent->maxs, 34, 34, 44 );
|
|
|
|
//Blocks movement
|
|
ent->contents = CONTENTS_SOLID|CONTENTS_OPAQUE|CONTENTS_BODY|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP;//Was CONTENTS_SOLID, but only architecture should be this
|
|
|
|
if ( ent->spawnflags & 1 ) // non-solid
|
|
{ // Override earlier contents flag...
|
|
//Can only be shot
|
|
ent->contents = CONTENTS_SHOTCLIP;
|
|
}
|
|
|
|
|
|
ent->takedamage = qtrue;
|
|
|
|
G_SetOrigin( ent, ent->s.origin );
|
|
VectorCopy( ent->s.angles, ent->s.apos.trBase );
|
|
gi.linkentity (ent);
|
|
|
|
ent->e_PainFunc = painF_CrystalCratePain;
|
|
|
|
if ( ent->targetname )
|
|
{
|
|
ent->e_UseFunc = useF_misc_use;
|
|
}
|
|
|
|
ent->material = MAT_CRATE2;
|
|
|
|
ent->e_DieFunc = dieF_misc_model_breakable_die;
|
|
}
|
|
|
|
/*QUAKED misc_atst_drivable (1 0 0.25) (-40 -40 -24) (40 40 248)
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model="models/players/atst/model.glm"
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Drivable ATST, when used by player, they become the ATST. When the player hits use again, they get out.
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"health" - how much health the atst has - default 800
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"target" - what to use when it dies
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*/
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void misc_atst_setanim( gentity_t *self, int bone, int anim )
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{
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if ( bone < 0 || anim < 0 )
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{
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return;
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}
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int firstFrame = -1;
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int lastFrame = -1;
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float animSpeed = 0;
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//try to get anim ranges from the animation.cfg for an AT-ST
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for ( int i = 0; i < level.numKnownAnimFileSets; i++ )
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{
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if ( !Q_stricmp( "atst", level.knownAnimFileSets[i].filename ) )
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{
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firstFrame = level.knownAnimFileSets[i].animations[anim].firstFrame;
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lastFrame = firstFrame+level.knownAnimFileSets[i].animations[anim].numFrames;
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animSpeed = 50.0f / level.knownAnimFileSets[i].animations[anim].frameLerp;
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break;
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}
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}
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if ( firstFrame != -1 && lastFrame != -1 && animSpeed != 0 )
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{
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if (!gi.G2API_SetBoneAnimIndex( &self->ghoul2[self->playerModel], bone, firstFrame,
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lastFrame, BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND, animSpeed,
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(cg.time?cg.time:level.time), -1, 150 ))
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{
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gi.G2API_SetBoneAnimIndex( &self->ghoul2[self->playerModel], bone, firstFrame,
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lastFrame, BONE_ANIM_OVERRIDE_FREEZE, animSpeed,
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(cg.time?cg.time:level.time), -1, 150 );
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}
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}
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}
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void misc_atst_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod,int dFlags,int hitLoc )
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{//ATST was destroyed while you weren't in it
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//can't be used anymore
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self->e_UseFunc = useF_NULL;
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//sigh... remove contents so we don't block the player's path...
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self->contents = CONTENTS_CORPSE;
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self->takedamage = qfalse;
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self->maxs[2] = 48;
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//FIXME: match to slope
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vec3_t effectPos;
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VectorCopy( self->currentOrigin, effectPos );
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effectPos[2] -= 15;
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G_PlayEffect( "explosions/droidexplosion1", effectPos );
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// G_PlayEffect( "small_chunks", effectPos );
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//set these to defaults that work in a worst-case scenario (according to current animation.cfg)
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gi.G2API_StopBoneAnimIndex( &self->ghoul2[self->playerModel], self->craniumBone );
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misc_atst_setanim( self, self->rootBone, BOTH_DEATH1 );
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}
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extern void G_DriveATST( gentity_t *ent, gentity_t *atst );
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extern void SetClientViewAngle( gentity_t *ent, vec3_t angle );
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extern qboolean PM_InSlopeAnim( int anim );
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void misc_atst_use( gentity_t *self, gentity_t *other, gentity_t *activator )
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{
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if ( !activator || activator->s.number )
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{//only player can do this
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return;
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}
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int tempLocDmg[HL_MAX];
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int hl, tempHealth;
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if ( activator->client->NPC_class != CLASS_ATST )
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{//get in the ATST
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if ( activator->client->ps.groundEntityNum != self->s.number )
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{//can only get in if on top of me...
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//we *could* even check for the hatch surf...?
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return;
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}
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//copy origin
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G_SetOrigin( activator, self->currentOrigin );
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//copy angles
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VectorCopy( self->s.angles2, self->currentAngles );
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G_SetAngles( activator, self->currentAngles );
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SetClientViewAngle( activator, self->currentAngles );
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//set player to my g2 instance
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gi.G2API_StopBoneAnimIndex( &self->ghoul2[self->playerModel], self->craniumBone );
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G_DriveATST( activator, self );
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activator->activator = self;
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self->s.eFlags |= EF_NODRAW;
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self->svFlags |= SVF_NOCLIENT;
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self->contents = 0;
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self->takedamage = qfalse;
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//transfer armor
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tempHealth = self->health;
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self->health = activator->client->ps.stats[STAT_ARMOR];
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activator->client->ps.stats[STAT_ARMOR] = tempHealth;
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//transfer locationDamage
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for ( hl = HL_NONE; hl < HL_MAX; hl++ )
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{
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tempLocDmg[hl] = activator->locationDamage[hl];
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activator->locationDamage[hl] = self->locationDamage[hl];
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self->locationDamage[hl] = tempLocDmg[hl];
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}
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if ( !self->s.number )
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{
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CG_CenterPrint( "@SP_INGAME_EXIT_VIEW", SCREEN_HEIGHT * 0.95 );
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}
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}
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else
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{//get out of ATST
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int legsAnim = activator->client->ps.legsAnim;
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if ( legsAnim != BOTH_STAND1
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&& !PM_InSlopeAnim( legsAnim )
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&& legsAnim != BOTH_TURN_RIGHT1 && legsAnim != BOTH_TURN_LEFT1 )
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{//can't get out of it while it's still moving
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return;
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}
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//FIXME: after a load/save, this crashes, BAD... somewhere in G2
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G_SetOrigin( self, activator->currentOrigin );
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VectorSet( self->currentAngles, 0, activator->client->ps.legsYaw, 0 );
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//self->currentAngles[PITCH] = activator->currentAngles[ROLL] = 0;
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G_SetAngles( self, self->currentAngles );
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VectorCopy( activator->currentAngles, self->s.angles2 );
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//remove my G2
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if ( self->playerModel >= 0 )
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{
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gi.G2API_RemoveGhoul2Model( self->ghoul2, self->playerModel );
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self->playerModel = -1;
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}
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//copy player's
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gi.G2API_CopyGhoul2Instance( activator->ghoul2, self->ghoul2, -1 );
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self->playerModel = 0;//assumption
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//reset player to kyle
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G_DriveATST( activator, NULL );
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activator->activator = NULL;
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self->s.eFlags &= ~EF_NODRAW;
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self->svFlags &= ~SVF_NOCLIENT;
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self->contents = CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP;
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self->takedamage = qtrue;
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//transfer armor
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tempHealth = self->health;
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self->health = activator->client->ps.stats[STAT_ARMOR];
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activator->client->ps.stats[STAT_ARMOR] = tempHealth;
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//transfer locationDamage
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for ( hl = HL_NONE; hl < HL_MAX; hl++ )
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{
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tempLocDmg[hl] = self->locationDamage[hl];
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self->locationDamage[hl] = activator->locationDamage[hl];
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activator->locationDamage[hl] = tempLocDmg[hl];
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}
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//link me back in
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gi.linkentity ( self );
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//put activator on top of me?
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vec3_t newOrg = {activator->currentOrigin[0], activator->currentOrigin[1], activator->currentOrigin[2] + (self->maxs[2]-self->mins[2]) + 1 };
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G_SetOrigin( activator, newOrg );
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//open the hatch
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misc_atst_setanim( self, self->craniumBone, BOTH_STAND2 );
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gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "head_hatchcover", 0 );
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G_Sound( self, G_SoundIndex( "sound/chars/atst/atst_hatch_open" ));
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}
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}
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void SP_misc_atst_drivable( gentity_t *ent )
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{
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extern void NPC_ATST_Precache(void);
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extern void NPC_PrecacheAnimationCFG( const char *NPC_type );
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ent->s.modelindex = G_ModelIndex( "models/players/atst/model.glm" );
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ent->playerModel = gi.G2API_InitGhoul2Model( ent->ghoul2, "models/players/atst/model.glm", ent->s.modelindex, NULL_HANDLE, NULL_HANDLE, 0, 0 );
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ent->rootBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "model_root", qtrue );
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ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue ); //FIXME: need to somehow set the anim/frame to the equivalent of BOTH_STAND1... use to be that BOTH_STAND1 was the first frame of the glm, but not anymore
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ent->s.radius = 320;
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VectorSet( ent->s.modelScale, 1.0f, 1.0f, 1.0f );
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//register my weapons, sounds and model
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RegisterItem( FindItemForWeapon( WP_ATST_MAIN )); //precache the weapon
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RegisterItem( FindItemForWeapon( WP_ATST_SIDE )); //precache the weapon
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//HACKHACKHACKTEMP - until ATST gets real weapons of it's own?
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RegisterItem( FindItemForWeapon( WP_EMPLACED_GUN )); //precache the weapon
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// RegisterItem( FindItemForWeapon( WP_ROCKET_LAUNCHER )); //precache the weapon
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// RegisterItem( FindItemForWeapon( WP_BOWCASTER )); //precache the weapon
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//HACKHACKHACKTEMP - until ATST gets real weapons of it's own?
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G_SoundIndex( "sound/chars/atst/atst_hatch_open" );
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G_SoundIndex( "sound/chars/atst/atst_hatch_close" );
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NPC_ATST_Precache();
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ent->NPC_type = (char *)"atst";
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NPC_PrecacheAnimationCFG( ent->NPC_type );
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//open the hatch
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misc_atst_setanim( ent, ent->rootBone, BOTH_STAND2 );
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gi.G2API_SetSurfaceOnOff( &ent->ghoul2[ent->playerModel], "head_hatchcover", 0 );
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VectorSet( ent->mins, ATST_MINS0, ATST_MINS1, ATST_MINS2 );
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VectorSet( ent->maxs, ATST_MAXS0, ATST_MAXS1, ATST_MAXS2 );
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ent->contents = CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP;
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ent->flags |= FL_SHIELDED;
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ent->takedamage = qtrue;
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if ( !ent->health )
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{
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ent->health = 800;
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}
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ent->s.radius = 320;
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ent->max_health = ent->health; // cg_draw needs this
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G_SetOrigin( ent, ent->s.origin );
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G_SetAngles( ent, ent->s.angles );
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VectorCopy( ent->currentAngles, ent->s.angles2 );
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gi.linkentity ( ent );
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//FIXME: test the origin to make sure I'm clear?
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ent->e_UseFunc = useF_misc_atst_use;
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ent->svFlags |= SVF_PLAYER_USABLE;
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//make it able to take damage and die when you're not in it...
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//do an explosion and play the death anim, remove use func.
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ent->e_DieFunc = dieF_misc_atst_die;
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}
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extern int G_FindConfigstringIndex( const char *name, int start, int max, qboolean create );
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/*QUAKED misc_weather_zone (0 .5 .8) ?
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Determines a region to check for weather contents - (optional, used to reduce load times)
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Place surrounding your inside/outside brushes. It will not check for weather contents outside of these zones.
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*/
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void SP_misc_weather_zone( gentity_t *ent )
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{
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gi.SetBrushModel(ent, ent->model);
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char temp[256];
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sprintf( temp, "zone ( %f %f %f ) ( %f %f %f )",
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ent->mins[0], ent->mins[1], ent->mins[2],
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ent->maxs[0], ent->maxs[1], ent->maxs[2] );
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G_FindConfigstringIndex(temp, CS_WORLD_FX, MAX_WORLD_FX, qtrue);
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// gi.WE_AddWeatherZone(ent->mins, ent->maxs);
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G_FreeEntity(ent);
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}
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void SP_misc_cubemap( gentity_t *ent )
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{
|
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G_FreeEntity( ent );
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}
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