Reformatting and function descriptions

Reformated and adde function descriptions to:
- game/g_trigger.c
This commit is contained in:
Walter Julius Hennecke 2012-05-09 22:20:41 +02:00
parent 5d0ee597ed
commit 661427ccbb

View file

@ -1,54 +1,74 @@
// Copyright (C) 1999-2000 Id Software, Inc. /*
// * Copyright (C) 1999-2000 Id Software, Inc.
*/
#include "g_local.h" #include "g_local.h"
#define SF_SPECTATOR (1<<0) #define SF_SPECTATOR (1<<0)
#define SF_RANDOM (1<<1) #define SF_RANDOM (1<<1)
/**
* \brief Inits a trigger entity.
*
* Initializes trigger entities.
*
* @param self the trigger entity
*/
void InitTrigger( gentity_t *self ) { void InitTrigger( gentity_t *self ) {
if (!VectorCompare (self->s.angles, vec3_origin)) if (!VectorCompare (self->s.angles, vec3_origin))
G_SetMovedir (self->s.angles, self->movedir); G_SetMovedir (self->s.angles, self->movedir);
if(!self->tmpEntity) // for spawnTent command if(!self->tmpEntity) /* for spawnTent command */
trap_SetBrushModel( self, self->model ); trap_SetBrushModel( self, self->model );
self->r.contents = CONTENTS_TRIGGER; // replaces the -1 from trap_SetBrushModel self->r.contents = CONTENTS_TRIGGER; /* replaces the -1 from trap_SetBrushModel */
self->r.svFlags = SVF_NOCLIENT; self->r.svFlags = SVF_NOCLIENT;
} }
// the wait time has passed, so set back up for another activation // the wait time has passed, so set back up for another activation
/**
* \brief Reactivate a trigger_multiple after the wait time has passed.
*
* Reactivates the trigger_multiple after the wait time has passed.
*
* @param ent the trigger
*/
void multi_wait( gentity_t *ent ) { void multi_wait( gentity_t *ent ) {
ent->nextthink = 0; ent->nextthink = 0;
} }
/**
// the trigger was just activated * \brief Function that gets called when a trigger_multiple has been ... umm well triggered ;)
// ent->activator should be set to the activator so it can be held through a delay *
// so wait for the delay time before firing * The trigger_multiple was just activated. ent->activator should be set to the activator
* so it can be held through a delay. May wait for the delay time until firing.
*
* @param ent the trigger
* @param activator the activator
*/
void multi_trigger( gentity_t *ent, gentity_t *activator ) { void multi_trigger( gentity_t *ent, gentity_t *activator ) {
ent->activator = activator; ent->activator = activator;
if ( ent->nextthink ) { if ( ent->nextthink ) {
return; // can't retrigger until the wait is over return; /* can't retrigger until the wait is over */
} }
if ( activator->client && ((ent->spawnflags&4)||(ent->spawnflags&2)||(ent->spawnflags&1)) ) if ( activator->client && ((ent->spawnflags&4)||(ent->spawnflags&2)||(ent->spawnflags&1)) )
{//see if it's usable by this team {/* see if it's usable by this team */
switch( activator->client->sess.sessionTeam ) switch( activator->client->sess.sessionTeam )
{ {
case TEAM_RED: case TEAM_RED:
if ( !(ent->spawnflags&1) ) { if ( !(ent->spawnflags&1) ) {
return;//red is not allowed return;/* red is not allowed */
} }
break; break;
case TEAM_BLUE: case TEAM_BLUE:
if ( !(ent->spawnflags&2) ) { if ( !(ent->spawnflags&2) ) {
return;//blue is not allowed return;/* blue is not allowed */
} }
break; break;
default: default:
if ( (ent->spawnflags&4) ) { if ( (ent->spawnflags&4) ) {
return;//must be on a team return;/* must be on a team */
} }
break; break;
} }
@ -74,18 +94,38 @@ void multi_trigger( gentity_t *ent, gentity_t *activator ) {
ent->think = multi_wait; ent->think = multi_wait;
ent->nextthink = level.time + ( ent->wait + ent->random * crandom() ) * 1000; ent->nextthink = level.time + ( ent->wait + ent->random * crandom() ) * 1000;
} else { } else {
// we can't just remove (self) here, because this is a touch function /*
// called while looping through area links... * we can't just remove (self) here, because this is a touch function
* called while looping through area links...
*/
ent->touch = 0; ent->touch = 0;
ent->nextthink = level.time + FRAMETIME; ent->nextthink = level.time + FRAMETIME;
ent->think = G_FreeEntity; ent->think = G_FreeEntity;
} }
} }
/**
* \brief Use function for trigger_multiple.
*
* Use function for trigger_multiple.
*
* @param ent the trigger
* @param other another entity
* @param activator the activator
*/
void Use_Multi( gentity_t *ent, gentity_t *other, gentity_t *activator ) { void Use_Multi( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
multi_trigger( ent, activator ); multi_trigger( ent, activator );
} }
/**
* \brief Touch function for trigger_multiple.
*
* Touch function for trigger_multiple.
*
* @param self the trigger
* @param other touching entity
* @param trace a trace
*/
void Touch_Multi( gentity_t *self, gentity_t *other, trace_t *trace ) { void Touch_Multi( gentity_t *self, gentity_t *other, trace_t *trace ) {
if( !other->client ) { if( !other->client ) {
return; return;
@ -104,6 +144,13 @@ Variable sized repeatable trigger. Must be targeted at one or more entities.
so, the basic time between firing is a random time between so, the basic time between firing is a random time between
(wait - random) and (wait + random) (wait - random) and (wait + random)
*/ */
/**
* \brief Spawn function of trigger_multiple.
*
* Spawn function of trigger_multiple.
*
* @param ent the trigger
*/
void SP_trigger_multiple( gentity_t *ent ) { void SP_trigger_multiple( gentity_t *ent ) {
G_SpawnFloat( "wait", "0.5", &ent->wait ); G_SpawnFloat( "wait", "0.5", &ent->wait );
G_SpawnFloat( "random", "0", &ent->random ); G_SpawnFloat( "random", "0", &ent->random );
@ -138,6 +185,13 @@ trigger_always
============================================================================== ==============================================================================
*/ */
/**
* \brief Think function of trigger_always.
*
* Think function of trigger_always.
*
* @param ent the trigger
*/
void trigger_always_think( gentity_t *ent ) { void trigger_always_think( gentity_t *ent ) {
G_UseTargets(ent, ent); G_UseTargets(ent, ent);
@ -154,8 +208,15 @@ void trigger_always_think( gentity_t *ent ) {
/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8) /*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)
This trigger will always fire. It is activated by the world. This trigger will always fire. It is activated by the world.
*/ */
/**
* \brief Spawn function of trigger_multiple.
*
* Spawn function of trigger_multiple.
*
* @param ent the trigger
*/
void SP_trigger_always (gentity_t *ent) { void SP_trigger_always (gentity_t *ent) {
// we must have some delay to make sure our use targets are present /* we must have some delay to make sure our use targets are present */
ent->nextthink = level.time + 300; ent->nextthink = level.time + 300;
ent->think = trigger_always_think; ent->think = trigger_always_think;
} }
@ -169,6 +230,15 @@ trigger_push
============================================================================== ==============================================================================
*/ */
/**
* \brief Touch function of trigger_push.
*
* Touch function of trigger_push.
*
* @param self the trigger
* @param other the touching entity
* @param trace a trace
*/
void trigger_push_touch (gentity_t *self, gentity_t *other, trace_t *trace ) { void trigger_push_touch (gentity_t *self, gentity_t *other, trace_t *trace ) {
if ( !other->client ) { if ( !other->client ) {
return; return;
@ -182,19 +252,19 @@ void trigger_push_touch (gentity_t *self, gentity_t *other, trace_t *trace ) {
} }
*/ */
if ( other->client->ps.velocity[2] < 100 ) { if ( other->client->ps.velocity[2] < 100 ) {
// don't play the event sound again if we are in a fat trigger /* don't play the event sound again if we are in a fat trigger */
G_AddPredictableEvent( other, EV_JUMP_PAD, 0 ); G_AddPredictableEvent( other, EV_JUMP_PAD, 0 );
} }
VectorCopy (self->s.origin2, other->client->ps.velocity); VectorCopy (self->s.origin2, other->client->ps.velocity);
} }
/* /**
================= * \brief Calculate origin2 so the target apogee will be hit.
AimAtTarget *
* Calculate origin2 so the target apogee will be hit.
Calculate origin2 so the target apogee will be hit *
================= * @param the trigger
*/ */
void AimAtTarget( gentity_t *self ) { void AimAtTarget( gentity_t *self ) {
gentity_t *ent; gentity_t *ent;
@ -219,7 +289,7 @@ void AimAtTarget( gentity_t *self ) {
return; return;
} }
// set s.origin2 to the push velocity /* set s.origin2 to the push velocity */
VectorSubtract ( ent->s.origin, origin, self->s.origin2 ); VectorSubtract ( ent->s.origin, origin, self->s.origin2 );
self->s.origin2[2] = 0; self->s.origin2[2] = 0;
dist = VectorNormalize( self->s.origin2); dist = VectorNormalize( self->s.origin2);
@ -235,10 +305,17 @@ void AimAtTarget( gentity_t *self ) {
Must point at a target_position, which will be the apex of the leap. Must point at a target_position, which will be the apex of the leap.
This will be client side predicted, unlike target_push This will be client side predicted, unlike target_push
*/ */
/**
* \brief Spawn function of trigger_push.
*
* Spawn function of trigger_push.
*
* @param self the trigger
*/
void SP_trigger_push( gentity_t *self ) { void SP_trigger_push( gentity_t *self ) {
InitTrigger (self); InitTrigger (self);
// unlike other triggers, we need to send this one to the client /* unlike other triggers, we need to send this one to the client */
self->r.svFlags &= ~SVF_NOCLIENT; self->r.svFlags &= ~SVF_NOCLIENT;
self->s.eType = ET_PUSH_TRIGGER; self->s.eType = ET_PUSH_TRIGGER;
@ -253,13 +330,21 @@ void SP_trigger_push( gentity_t *self ) {
level.numBrushEnts++; level.numBrushEnts++;
} }
/**
* \brief Use function of target_push.
*
* Use function of target_push.
*
* @param self the entity
* @param other another entity
* @param activator the activator
*/
void Use_target_push( gentity_t *self, gentity_t *other, gentity_t *activator ) { void Use_target_push( gentity_t *self, gentity_t *other, gentity_t *activator ) {
if ( !activator->client ) { if ( !activator->client ) {
return; return;
} }
//RPG-X: J2J noclip use /* RPG-X: J2J noclip use */
if ( activator->client->ps.pm_type != PM_NORMAL || activator->client->ps.pm_type != PM_NOCLIP) { if ( activator->client->ps.pm_type != PM_NORMAL || activator->client->ps.pm_type != PM_NOCLIP) {
return; return;
} }
@ -270,7 +355,7 @@ void Use_target_push( gentity_t *self, gentity_t *other, gentity_t *activator )
VectorCopy (self->s.origin2, activator->client->ps.velocity); VectorCopy (self->s.origin2, activator->client->ps.velocity);
// play fly sound every 1.5 seconds /* play fly sound every 1.5 seconds */
if ( activator->fly_sound_debounce_time < level.time ) { if ( activator->fly_sound_debounce_time < level.time ) {
activator->fly_sound_debounce_time = level.time + 1500; activator->fly_sound_debounce_time = level.time + 1500;
G_Sound( activator, self->noise_index ); G_Sound( activator, self->noise_index );
@ -282,6 +367,13 @@ Pushes the activator in the direction.of angle, or towards a target apex.
"speed" defaults to 1000 "speed" defaults to 1000
if "ENERGYNOISE", play energy noise instead of windfly if "ENERGYNOISE", play energy noise instead of windfly
*/ */
/**
* \brief Spawn function of target_push.
*
* Spawn function of target_push.
*
* @param self the entity
*/
void SP_target_push( gentity_t *self ) { void SP_target_push( gentity_t *self ) {
if (!self->speed) { if (!self->speed) {
self->speed = 1000; self->speed = 1000;
@ -292,7 +384,7 @@ void SP_target_push( gentity_t *self ) {
if ( self->spawnflags & 1 ) { if ( self->spawnflags & 1 ) {
self->noise_index = G_SoundIndex("sound/ambience/forge/antigrav.wav"); self->noise_index = G_SoundIndex("sound/ambience/forge/antigrav.wav");
} else { } else {
self->noise_index = G_SoundIndex("sound/misc/windfly.wav"); //fixme need sound! self->noise_index = G_SoundIndex("sound/misc/windfly.wav"); /* fixme need sound! */
} }
if ( self->target ) { if ( self->target ) {
VectorCopy( self->s.origin, self->r.absmin ); VectorCopy( self->s.origin, self->r.absmin );
@ -313,6 +405,13 @@ trigger_teleport
#define MAX_TRANSPORTER_POINTS 16 #define MAX_TRANSPORTER_POINTS 16
/**
* \brief Select a random spawn point.
*
* Select a random spawn point.
*
* @return a random spawn point
*/
gentity_t *SelectRandomSpawnPoint( void ) gentity_t *SelectRandomSpawnPoint( void )
{ {
gentity_t *spot = NULL; gentity_t *spot = NULL;
@ -333,7 +432,7 @@ gentity_t *SelectRandomSpawnPoint( void )
} }
if ( !count ) if ( !count )
{ // no spawn points !!??! { /* no spawn points !!??! */
return NULL; return NULL;
} }
@ -341,6 +440,15 @@ gentity_t *SelectRandomSpawnPoint( void )
return spots[ selection ]; return spots[ selection ];
} }
/**
* \brief Touch function of trigger_teleport.
*
* Touch function of trigger_teleport.
*
* @param self the trigger
* @param other the touching entity
* @param trace a trace
*/
void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace ) void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace )
{ {
gentity_t *dest; gentity_t *dest;
@ -360,19 +468,19 @@ void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace
if ( other->client->ps.pm_type == PM_DEAD ) { if ( other->client->ps.pm_type == PM_DEAD ) {
return; return;
} }
// Spectators only? /* Spectators only? */
if ( ( self->spawnflags & SF_SPECTATOR ) && if ( ( self->spawnflags & SF_SPECTATOR ) &&
other->client->sess.sessionTeam != TEAM_SPECTATOR /*&& !(other->client->ps.eFlags&EF_ELIMINATED)*/ ) other->client->sess.sessionTeam != TEAM_SPECTATOR )
{ {
return; return;
} }
clientNum = other->client->ps.clientNum; clientNum = other->client->ps.clientNum;
//BOOKMARK J2J /* BOOKMARK J2J */
if (self->spawnflags & SF_RANDOM) if (self->spawnflags & SF_RANDOM)
{ {
// find a random spawn point /* find a random spawn point */
dest = SelectRandomSpawnPoint(); dest = SelectRandomSpawnPoint();
} }
else else
@ -385,14 +493,14 @@ void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace
return; return;
} }
//suspended /* suspended */
if ( self->spawnflags & 8 ) if ( self->spawnflags & 8 )
{ {
// put the bottom of the player's bbox at the bottom of the target's bbox /* put the bottom of the player's bbox at the bottom of the target's bbox */
VectorCopy(dest->s.origin, destPoint); VectorCopy(dest->s.origin, destPoint);
destPoint[2] += dest->r.mins[2]; destPoint[2] += dest->r.mins[2];
destPoint[2] -= other->r.mins[2]; destPoint[2] -= other->r.mins[2];
// fudge it upwards just a bit /* fudge it upwards just a bit */
destPoint[2] += 1; destPoint[2] += 1;
} }
else else
@ -403,18 +511,20 @@ void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace
trap_Trace( &tr, dest->s.origin, dest->r.mins, dest->r.maxs, tracePoint, dest->s.number, MASK_PLAYERSOLID ); trap_Trace( &tr, dest->s.origin, dest->r.mins, dest->r.maxs, tracePoint, dest->s.number, MASK_PLAYERSOLID );
VectorCopy( tr.endpos, destPoint ); VectorCopy( tr.endpos, destPoint );
//offset the player's bounding box. /* offset the player's bounding box. */
destPoint[2] += dest->r.mins[2]; destPoint[2] += dest->r.mins[2];
destPoint[2] -= other->r.mins[2]; destPoint[2] -= other->r.mins[2];
//add 1 to ensure non-direct collision /* add 1 to ensure non-direct collision */
destPoint[2] += 1; destPoint[2] += 1;
} }
if (self->health) if (self->health)
{ {
//TiM - Transporter VFX /*
//Only if no spitting though. Having spitting transporter with these VFX would look freaky weird * TiM - Transporter VFX
* Only if no spitting though. Having spitting transporter with these VFX would look freaky weird
*/
if ( self->health == -1 && ( self->spawnflags & 4 ) ) { if ( self->health == -1 && ( self->spawnflags & 4 ) ) {
if ( TransDat[clientNum].beamTime == 0 ) { if ( TransDat[clientNum].beamTime == 0 ) {
G_InitTransport( clientNum, destPoint, dest->s.angles ); G_InitTransport( clientNum, destPoint, dest->s.angles );
@ -426,7 +536,7 @@ void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace
} }
else else
{ {
//Transporter VFX /* Transporter VFX */
if ( self->spawnflags & 4 ) { if ( self->spawnflags & 4 ) {
if ( TransDat[clientNum].beamTime == 0 ) { if ( TransDat[clientNum].beamTime == 0 ) {
G_InitTransport( clientNum, destPoint, dest->s.angles ); G_InitTransport( clientNum, destPoint, dest->s.angles );
@ -443,6 +553,13 @@ void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace
} }
} }
/**
* \brief Think function of trigger_teleport.
*
* Think function of trigger_teleport.
*
* @param ent the trigger
*/
void trigger_teleport_think(gentity_t *ent) { void trigger_teleport_think(gentity_t *ent) {
ent->nextthink = -1; ent->nextthink = -1;
if(!(ent->flags & FL_LOCKED)) if(!(ent->flags & FL_LOCKED))
@ -451,6 +568,15 @@ void trigger_teleport_think(gentity_t *ent) {
ent->flags ^= FL_CLAMPED; ent->flags ^= FL_CLAMPED;
} }
/**
* \brief Use function of trigger_teleport.
*
* Use function of trigger_teleport.
*
* @param ent the trigger
* @param other another entity
* @param activator the activator
*/
void trigger_teleport_use(gentity_t *ent, gentity_t *other, gentity_t *activator) { void trigger_teleport_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
if(!Q_stricmp(ent->swapname, activator->target)) if(!Q_stricmp(ent->swapname, activator->target))
if(ent->flags & FL_LOCKED) if(ent->flags & FL_LOCKED)
@ -485,14 +611,23 @@ automatically near doors to allow spectators to move through them
if you want no speed. The transporter VISUAL_FX flag will only work if the health if you want no speed. The transporter VISUAL_FX flag will only work if the health
is set to 0 or -1 as it cannot support 'spewing'. is set to 0 or -1 as it cannot support 'spewing'.
*/ */
/**
* \brief Spawn function of trigger_teleport.
*
* Spawn function of trigger_teleport.
*
* @param self the trigger
*/
void SP_trigger_teleport( gentity_t *self ) void SP_trigger_teleport( gentity_t *self )
{ {
char *temp; char *temp;
InitTrigger (self); InitTrigger (self);
// unlike other triggers, we need to send this one to the client /*
// unless is a spectator trigger * unlike other triggers, we need to send this one to the client
* unless is a spectator trigger
*/
if ( self->spawnflags & SF_SPECTATOR ) if ( self->spawnflags & SF_SPECTATOR )
{ {
self->r.svFlags |= SVF_NOCLIENT; self->r.svFlags |= SVF_NOCLIENT;
@ -550,24 +685,37 @@ NO_ADMIN admins don't get hurt
"dmg" default 5 (whole numbers only) "dmg" default 5 (whole numbers only)
*/ */
/**
* \brief Use function of trigger_hurt.
*
* Use function of trigger hurt.
*
* @param self the trigger
* @param other another entity
* @param activator the activator
*/
void hurt_use( gentity_t *self, gentity_t *other, gentity_t *activator ) { void hurt_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
// GSIO01: this does not work
/*if ( self->r.linked ) {
trap_UnlinkEntity( self );
} else {
trap_LinkEntity( self );
}*/
// GSIO01: this will work:
self->count = !self->count; self->count = !self->count;
} }
/**
* \brief Touch function of trigger_hurt.
*
* Touch function of trigger_hurt.
*
* @param self the trigger
* @param other the touching entity
* @param trace a trace
*/
void hurt_touch( gentity_t *self, gentity_t *other, trace_t *trace ) { void hurt_touch( gentity_t *self, gentity_t *other, trace_t *trace ) {
int dflags; int dflags;
if(!self->count) return; if(!self->count) return;
//RPG-X | Phenix | 8/8/204 /*
//(If the guy is wearning an evosuit) * RPG-X | Phenix | 8/8/204
* (If the guy is wearning an evosuit)
*/
if ((self->spawnflags & 32) && (other->flags & FL_EVOSUIT)) { if ((self->spawnflags & 32) && (other->flags & FL_EVOSUIT)) {
return; return;
} }
@ -585,7 +733,7 @@ void hurt_touch( gentity_t *self, gentity_t *other, trace_t *trace ) {
return; return;
} }
//RPG-X | Phenix | 9/8/2004 /* RPG-X | Phenix | 9/8/2004 */
if (other->health <= 1) { if (other->health <= 1) {
return; return;
} }
@ -596,7 +744,7 @@ void hurt_touch( gentity_t *self, gentity_t *other, trace_t *trace ) {
self->timestamp = level.time + FRAMETIME; self->timestamp = level.time + FRAMETIME;
} }
// play sound /* play sound */
if ( !(self->spawnflags & 4) ) { if ( !(self->spawnflags & 4) ) {
G_Sound( other, self->noise_index ); G_Sound( other, self->noise_index );
} }
@ -608,10 +756,17 @@ void hurt_touch( gentity_t *self, gentity_t *other, trace_t *trace ) {
G_Damage (other, self, self, NULL, NULL, self->damage, dflags, MOD_TRIGGER_HURT); G_Damage (other, self, self, NULL, NULL, self->damage, dflags, MOD_TRIGGER_HURT);
} }
/**
* \brief Spawn function of trigger_hurt.
*
* Spawn function of trigger_hurt.
*
* @param self the trigger
*/
void SP_trigger_hurt( gentity_t *self ) { void SP_trigger_hurt( gentity_t *self ) {
InitTrigger (self); InitTrigger (self);
//TiM - gets very annoying after a while /* TiM - gets very annoying after a while */
self->noise_index = G_SoundIndex( "sound/world/electro.wav" ); self->noise_index = G_SoundIndex( "sound/world/electro.wav" );
self->touch = hurt_touch; self->touch = hurt_touch;
@ -627,7 +782,7 @@ void SP_trigger_hurt( gentity_t *self ) {
self->count = !(self->spawnflags & 1); self->count = !(self->spawnflags & 1);
// link in to the world if starting active | this won't work /* link in to the world if starting active | this won't work */
/*if ( ! (self->spawnflags & 1) ) { /*if ( ! (self->spawnflags & 1) ) {
trap_LinkEntity (self); trap_LinkEntity (self);
}*/ }*/
@ -660,25 +815,48 @@ so, the basic time between firing is a random time between
(wait - random) and (wait + random) (wait - random) and (wait + random)
*/ */
/**
* \brief Think function of func_timer.
*
* Think function of func_timer.
*
* @param self the entity
*/
void func_timer_think( gentity_t *self ) { void func_timer_think( gentity_t *self ) {
G_UseTargets (self, self->activator); G_UseTargets (self, self->activator);
// set time before next firing /* set time before next firing */
self->nextthink = level.time + 1000 * ( self->wait + crandom() * self->random ); self->nextthink = level.time + 1000 * ( self->wait + crandom() * self->random );
} }
/**
* \brief Use function of func_timer.
*
* Use function of func_timer.
*
* @param self the entity
* @param other another entity
* @param activator the activator
*/
void func_timer_use( gentity_t *self, gentity_t *other, gentity_t *activator ) { void func_timer_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
self->activator = activator; self->activator = activator;
// if on, turn it off /* if on, turn it off */
if ( self->nextthink ) { if ( self->nextthink ) {
self->nextthink = 0; self->nextthink = 0;
return; return;
} }
// turn it on /* turn it on */
func_timer_think (self); func_timer_think (self);
} }
/**
* \brief Spawn function of func_timer.
*
* Spawn function of func_timer.
*
* @param self the entity
*/
void SP_func_timer( gentity_t *self ) { void SP_func_timer( gentity_t *self ) {
G_SpawnFloat( "random", "1", &self->random); G_SpawnFloat( "random", "1", &self->random);
G_SpawnFloat( "wait", "1", &self->wait ); G_SpawnFloat( "wait", "1", &self->wait );
@ -705,6 +883,13 @@ This is used in combination with ui_transporter.
"wait" time to wait before trigger gets deactivated again(in seconds, default 5) "wait" time to wait before trigger gets deactivated again(in seconds, default 5)
"soundstart" transport sound; "soundstart" transport sound;
*/ */
/**
* \brief Think function of trigger_transporter.
*
* Think function of trigger_transporter.
*
* @param ent the trigger
*/
void trigger_transporter_think(gentity_t *ent) { void trigger_transporter_think(gentity_t *ent) {
if(Q_stricmp(ent->classname, "tent")) { if(Q_stricmp(ent->classname, "tent")) {
ent->nextthink = -1; ent->nextthink = -1;
@ -717,6 +902,13 @@ void trigger_transporter_think(gentity_t *ent) {
} }
} }
/**
* \brief Think function of trigger_transporter for server change.
*
* Think function of trigger_transporter for server change.
*
* @param ent the trigger
*/
void trigger_transporter_serverchange(gentity_t *ent) { void trigger_transporter_serverchange(gentity_t *ent) {
trap_SendServerCommand(ent->touched-g_entities, va("cg_connect \"%s\"\n", ent->targetname2)); trap_SendServerCommand(ent->touched-g_entities, va("cg_connect \"%s\"\n", ent->targetname2));
G_FreeEntity(ent); G_FreeEntity(ent);
@ -724,8 +916,16 @@ void trigger_transporter_serverchange(gentity_t *ent) {
extern srvChangeData_t srvChangeData; extern srvChangeData_t srvChangeData;
/**
* \brief Touch function of trigger_transporter.
*
* Touch function of trigger_transporter.
*
* @param ent the trigger
* @param other the touching entity
* @param trace a trace
*/
void trigger_transporter_touch(gentity_t *ent, gentity_t *other, trace_t *trace) { void trigger_transporter_touch(gentity_t *ent, gentity_t *other, trace_t *trace) {
//char info[MAX_INFO_STRING];
char *srv; char *srv;
vec3_t offset = { 0, 0, 12 }; vec3_t offset = { 0, 0, 12 };
vec3_t target; vec3_t target;
@ -756,13 +956,6 @@ void trigger_transporter_touch(gentity_t *ent, gentity_t *other, trace_t *trace)
srv = srvChangeData.ip[ent->health]; srv = srvChangeData.ip[ent->health];
/*ent->think = trigger_transporter_serverchange;
ent->nextthink = level.time + 3000;
TransDat[clientNum].beamTime = level.time + 8000;
other->client->ps.powerups[PW_BEAM_OUT] = level.time + 8000;
ent->touched = other;
ent->targetname2 = G_NewString(srv);*/
//:( this sucks:
tent = G_Spawn(); tent = G_Spawn();
tent->think = trigger_transporter_serverchange; tent->think = trigger_transporter_serverchange;
tent->nextthink = level.time + 3000; tent->nextthink = level.time + 3000;
@ -780,12 +973,26 @@ void trigger_transporter_touch(gentity_t *ent, gentity_t *other, trace_t *trace)
} }
} }
/**
* \brief Delay think function of trigger_transporter.
*
* Delay think function of trigger_transporter.
*
* @param ent the trigger
*/
void trigger_transporter_delay(gentity_t *ent) { void trigger_transporter_delay(gentity_t *ent) {
ent->think = trigger_teleport_think; ent->think = trigger_teleport_think;
ent->nextthink = level.time + ent->wait; ent->nextthink = level.time + ent->wait;
ent->flags ^= FL_LOCKED; ent->flags ^= FL_LOCKED;
} }
/**
* \brief Spawn function of trigger_transporter.
*
* Spawn function of trigger_transporter.
*
* @param ent the trigger
*/
void SP_trigger_transporter(gentity_t *ent) { void SP_trigger_transporter(gentity_t *ent) {
char *temp; char *temp;
InitTrigger(ent); InitTrigger(ent);
@ -829,6 +1036,15 @@ The damage the radiation does is calculated from these two values:
Forumla is: dps = dmg / wait Forumla is: dps = dmg / wait
*/ */
/**
* \brief Touch function of trigger_radiation.
*
* Touch function of trigger_radiation.
*
* @param ent the trigger
* @param other the touching entity
* @param trace a trace
*/
void trigger_radiation_touch(gentity_t *ent, gentity_t *other, trace_t *trace) { void trigger_radiation_touch(gentity_t *ent, gentity_t *other, trace_t *trace) {
if(!other || !other->client || !ent->count) return; if(!other || !other->client || !ent->count) return;
@ -843,18 +1059,41 @@ void trigger_radiation_touch(gentity_t *ent, gentity_t *other, trace_t *trace) {
ent->flags ^= FL_LOCKED; ent->flags ^= FL_LOCKED;
} }
// display radiation symbol? /* TODO: display radiation symbol? */
} }
/**
* \brief Think function of trigger_radiation.
*
* Think function of trigger_radiation.
*
* @param ent the trigger
*/
void trigger_radiation_think(gentity_t *ent) { void trigger_radiation_think(gentity_t *ent) {
if(ent->flags & FL_LOCKED) if(ent->flags & FL_LOCKED)
ent->flags ^= FL_LOCKED; ent->flags ^= FL_LOCKED;
} }
/**
* \brief Use function of trigger_radiation.
*
* Use function of trigger_radiation.
*
* @param ent the trigger
* @param other another entity
* @param activator the activator
*/
void trigger_radiation_use(gentity_t *ent, gentity_t *other, gentity_t *activator) { void trigger_radiation_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
ent->count = !ent->count; ent->count = !ent->count;
} }
/**
* \brief Spawn function of trigger_radiation.
*
* Spawn function of trigger_radiation.
*
* @param ent the trigger
*/
void SP_trigger_radiation(gentity_t *ent) { void SP_trigger_radiation(gentity_t *ent) {
if(!ent->damage) if(!ent->damage)
@ -884,3 +1123,4 @@ void SP_trigger_radiation(gentity_t *ent) {
if(!ent->tmpEntity) if(!ent->tmpEntity)
level.numBrushEnts++; level.numBrushEnts++;
} }