2011-06-01 12:20:56 +00:00
// Copyright (C) 1999-2000 Id Software, Inc.
//
# include "g_local.h"
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
PUSHMOVE
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
void MatchTeam ( gentity_t * teamLeader , int moverState , int time ) ;
typedef struct {
gentity_t * ent ;
vec3_t origin ;
vec3_t angles ;
float deltayaw ;
} pushed_t ;
pushed_t pushed [ MAX_GENTITIES ] , * pushed_p ;
/*
= = = = = = = = = = = =
G_TestEntityPosition
= = = = = = = = = = = =
*/
gentity_t * G_TestEntityPosition ( gentity_t * ent ) {
trace_t tr ;
int mask ;
if ( ent - > clipmask ) {
mask = ent - > clipmask ;
} else {
mask = MASK_SOLID ;
}
if ( ent - > client ) {
trap_Trace ( & tr , ent - > client - > ps . origin , ent - > r . mins , ent - > r . maxs , ent - > client - > ps . origin , ent - > s . number , mask ) ;
} else {
trap_Trace ( & tr , ent - > s . pos . trBase , ent - > r . mins , ent - > r . maxs , ent - > s . pos . trBase , ent - > s . number , mask ) ;
}
if ( tr . startsolid )
return & g_entities [ tr . entityNum ] ;
return NULL ;
}
/*
= = = = = = = = = = = = = = = = = =
G_TryPushingEntity
Returns qfalse if the move is blocked
= = = = = = = = = = = = = = = = = =
*/
qboolean G_TryPushingEntity ( gentity_t * check , gentity_t * pusher , vec3_t move , vec3_t amove ) {
vec3_t forward , right , up ;
vec3_t org , org2 , move2 ;
gentity_t * block ;
playerState_t * ps = & check - > client - > ps ;
// EF_MOVER_STOP will just stop when contacting another entity
// instead of pushing it, but entities can still ride on top of it
if ( ( pusher - > s . eFlags & EF_MOVER_STOP ) & &
check - > s . groundEntityNum ! = pusher - > s . number ) {
return qfalse ;
}
// save off the old position
if ( pushed_p > & pushed [ MAX_GENTITIES ] ) {
G_Error ( " pushed_p > &pushed[MAX_GENTITIES] " ) ;
}
pushed_p - > ent = check ;
VectorCopy ( check - > s . pos . trBase , pushed_p - > origin ) ;
VectorCopy ( check - > s . apos . trBase , pushed_p - > angles ) ;
if ( check - > client ) {
pushed_p - > deltayaw = ps - > delta_angles [ YAW ] ;
VectorCopy ( ps - > origin , pushed_p - > origin ) ;
}
pushed_p + + ;
// we need this for pushing things later
VectorSubtract ( vec3_origin , amove , org ) ;
AngleVectors ( org , forward , right , up ) ;
// try moving the contacted entity
VectorAdd ( check - > s . pos . trBase , move , check - > s . pos . trBase ) ;
if ( check - > client ) {
// make sure the client's view rotates when on a rotating mover
ps - > delta_angles [ YAW ] + = ANGLE2SHORT ( amove [ YAW ] ) ;
}
// figure movement due to the pusher's amove
if ( check - > client ) {
VectorSubtract ( ps - > origin , pusher - > r . currentOrigin , org ) ;
}
else {
VectorSubtract ( check - > s . pos . trBase , pusher - > r . currentOrigin , org ) ;
}
org2 [ 0 ] = DotProduct ( org , forward ) ;
org2 [ 1 ] = - DotProduct ( org , right ) ;
org2 [ 2 ] = DotProduct ( org , up ) ;
VectorSubtract ( org2 , org , move2 ) ;
VectorAdd ( check - > s . pos . trBase , move2 , check - > s . pos . trBase ) ;
if ( check - > client ) {
VectorAdd ( ps - > origin , move , ps - > origin ) ;
VectorAdd ( ps - > origin , move2 , ps - > origin ) ;
}
// may have pushed them off an edge
if ( check - > s . groundEntityNum ! = pusher - > s . number ) {
check - > s . groundEntityNum = - 1 ;
}
block = G_TestEntityPosition ( check ) ;
if ( ! block ) {
// pushed ok
if ( check - > client ) {
VectorCopy ( ps - > origin , check - > r . currentOrigin ) ;
} else {
VectorCopy ( check - > s . pos . trBase , check - > r . currentOrigin ) ;
}
trap_LinkEntity ( check ) ;
return qtrue ;
}
// if it is ok to leave in the old position, do it
// this is only relevent for riding entities, not pushed
// Sliding trapdoors can cause this.
VectorCopy ( ( pushed_p - 1 ) - > origin , check - > s . pos . trBase ) ;
if ( check - > client ) {
VectorCopy ( ( pushed_p - 1 ) - > origin , ps - > origin ) ;
}
VectorCopy ( ( pushed_p - 1 ) - > angles , check - > s . apos . trBase ) ;
block = G_TestEntityPosition ( check ) ;
if ( ! block ) {
check - > s . groundEntityNum = - 1 ;
pushed_p - - ;
return qtrue ;
}
//if(check->
// blocked
return qfalse ;
}
/*
= = = = = = = = = = = =
G_MoverPush
Objects need to be moved back on a failed push ,
otherwise riders would continue to slide .
If qfalse is returned , * obstacle will be the blocking entity
= = = = = = = = = = = =
*/
qboolean G_MoverPush ( gentity_t * pusher , vec3_t move , vec3_t amove , gentity_t * * obstacle ) {
int i , e ;
gentity_t * check ;
vec3_t mins , maxs ;
pushed_t * p ;
int entityList [ MAX_GENTITIES ] ;
int listedEntities ;
vec3_t totalMins , totalMaxs ;
qboolean notMoving ;
* obstacle = NULL ;
// mins/maxs are the bounds at the destination
// totalMins / totalMaxs are the bounds for the entire move
if ( pusher - > r . currentAngles [ 0 ] | | pusher - > r . currentAngles [ 1 ] | | pusher - > r . currentAngles [ 2 ]
| | amove [ 0 ] | | amove [ 1 ] | | amove [ 2 ] ) {
float radius ;
radius = RadiusFromBounds ( pusher - > r . mins , pusher - > r . maxs ) ;
for ( i = 0 ; i < 3 ; i + + ) {
mins [ i ] = pusher - > r . currentOrigin [ i ] + move [ i ] - radius ;
maxs [ i ] = pusher - > r . currentOrigin [ i ] + move [ i ] + radius ;
totalMins [ i ] = mins [ i ] - move [ i ] ;
totalMaxs [ i ] = maxs [ i ] - move [ i ] ;
}
} else {
for ( i = 0 ; i < 3 ; i + + ) {
mins [ i ] = pusher - > r . absmin [ i ] + move [ i ] ;
maxs [ i ] = pusher - > r . absmax [ i ] + move [ i ] ;
}
VectorCopy ( pusher - > r . absmin , totalMins ) ;
VectorCopy ( pusher - > r . absmax , totalMaxs ) ;
for ( i = 0 ; i < 3 ; i + + ) {
if ( move [ i ] > 0 ) {
totalMaxs [ i ] + = move [ i ] ;
} else {
totalMins [ i ] + = move [ i ] ;
}
}
}
// unlink the pusher so we don't get it in the entityList
trap_UnlinkEntity ( pusher ) ;
listedEntities = trap_EntitiesInBox ( totalMins , totalMaxs , entityList , MAX_GENTITIES ) ;
// move the pusher to it's final position
VectorAdd ( pusher - > r . currentOrigin , move , pusher - > r . currentOrigin ) ;
VectorAdd ( pusher - > r . currentAngles , amove , pusher - > r . currentAngles ) ;
trap_LinkEntity ( pusher ) ;
notMoving = ( VectorCompare ( vec3_origin , move ) & & VectorCompare ( vec3_origin , amove ) ) ;
// see if any solid entities are inside the final position
for ( e = 0 ; e < listedEntities ; e + + ) {
check = & g_entities [ entityList [ e ] ] ;
if ( notMoving & & check - > s . eFlags & EF_MISSILE_STICK )
{ //special case hack for sticky things
//destroy it
G_Damage ( check , pusher , pusher , NULL , NULL , 99999 , 0 , MOD_CRUSH ) ;
continue ;
}
// only push items and players
if ( check - > s . eType ! = ET_ITEM & & check - > s . eType ! = ET_PLAYER & & ! check - > physicsObject ) {
continue ;
}
// if the entity is standing on the pusher, it will definitely be moved
if ( check - > s . groundEntityNum ! = pusher - > s . number ) {
// see if the ent needs to be tested
if ( check - > r . absmin [ 0 ] > = maxs [ 0 ]
| | check - > r . absmin [ 1 ] > = maxs [ 1 ]
| | check - > r . absmin [ 2 ] > = maxs [ 2 ]
| | check - > r . absmax [ 0 ] < = mins [ 0 ]
| | check - > r . absmax [ 1 ] < = mins [ 1 ]
| | check - > r . absmax [ 2 ] < = mins [ 2 ] ) {
continue ;
}
// see if the ent's bbox is inside the pusher's final position
// this does allow a fast moving object to pass through a thin entity...
if ( ! G_TestEntityPosition ( check ) ) {
continue ;
}
}
// the entity needs to be pushed
if ( G_TryPushingEntity ( check , pusher , move , amove ) ) {
continue ;
}
// the move was blocked an entity
// bobbing entities are instant-kill and never get blocked
if ( pusher - > s . pos . trType = = TR_SINE | | pusher - > s . apos . trType = = TR_SINE ) {
G_Damage ( check , pusher , pusher , NULL , NULL , 99999 , 0 , MOD_CRUSH ) ;
continue ;
}
// save off the obstacle so we can call the block function (crush, etc)
* obstacle = check ;
// move back any entities we already moved
// go backwards, so if the same entity was pushed
// twice, it goes back to the original position
for ( p = pushed_p - 1 ; p > = pushed ; p - - ) {
VectorCopy ( p - > origin , p - > ent - > s . pos . trBase ) ;
VectorCopy ( p - > angles , p - > ent - > s . apos . trBase ) ;
if ( p - > ent - > client ) {
p - > ent - > client - > ps . delta_angles [ YAW ] = p - > deltayaw ;
VectorCopy ( p - > origin , p - > ent - > client - > ps . origin ) ;
}
trap_LinkEntity ( p - > ent ) ;
}
return qfalse ;
}
return qtrue ;
}
/*
= = = = = = = = = = = = = = = = =
G_MoverTeam
= = = = = = = = = = = = = = = = =
*/
void G_MoverTeam ( gentity_t * ent ) {
vec3_t move , amove ;
gentity_t * part , * obstacle ;
vec3_t origin , angles ;
obstacle = NULL ;
// make sure all team slaves can move before commiting
// any moves or calling any think functions
// if the move is blocked, all moved objects will be backed out
pushed_p = pushed ;
for ( part = ent ; part ; part = part - > teamchain ) {
// get current position
BG_EvaluateTrajectory ( & part - > s . pos , level . time , origin ) ;
BG_EvaluateTrajectory ( & part - > s . apos , level . time , angles ) ;
VectorSubtract ( origin , part - > r . currentOrigin , move ) ;
VectorSubtract ( angles , part - > r . currentAngles , amove ) ;
if ( ! G_MoverPush ( part , move , amove , & obstacle ) ) {
break ; // move was blocked
}
}
if ( part ) {
// go back to the previous position
for ( part = ent ; part ; part = part - > teamchain ) {
part - > s . pos . trTime + = level . time - level . previousTime ;
part - > s . apos . trTime + = level . time - level . previousTime ;
BG_EvaluateTrajectory ( & part - > s . pos , level . time , part - > r . currentOrigin ) ;
BG_EvaluateTrajectory ( & part - > s . apos , level . time , part - > r . currentAngles ) ;
trap_LinkEntity ( part ) ;
}
// if the pusher has a "blocked" function, call it
if ( ent - > blocked ) {
ent - > blocked ( ent , obstacle ) ;
}
return ;
}
// the move succeeded
for ( part = ent ; part ; part = part - > teamchain ) {
// call the reached function if time is at or past end point
if ( part - > s . pos . trType = = TR_LINEAR_STOP ) {
if ( level . time > = part - > s . pos . trTime + part - > s . pos . trDuration ) {
if ( part - > reached ) {
part - > reached ( part ) ;
# ifdef G_LUA
if ( part - > luaReached )
LuaHook_G_EntityReached ( part - > luaReached , part - > s . number ) ;
# endif
}
}
}
if ( part - > s . apos . trType = = TR_LINEAR_STOP ) {
if ( level . time > = part - > s . apos . trTime + part - > s . apos . trDuration ) {
if ( part - > reached ) {
part - > reached ( part ) ;
# ifdef G_LUA
if ( part - > luaReachedAngular )
LuaHook_G_EntityReachedAngular ( part - > luaReachedAngular , part - > s . number ) ;
# endif
}
}
}
}
}
/*
= = = = = = = = = = = = = = = =
G_RunMover
= = = = = = = = = = = = = = = =
*/
void G_RunMover ( gentity_t * ent ) {
// if not a team captain, don't do anything, because
// the captain will handle everything
if ( ent - > flags & FL_TEAMSLAVE ) {
return ;
}
// if stationary at one of the positions, don't move anything
if ( ent - > s . pos . trType ! = TR_STATIONARY | | ent - > s . apos . trType ! = TR_STATIONARY ) {
G_MoverTeam ( ent ) ;
}
// check think function
G_RunThink ( ent ) ;
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
GENERAL MOVERS
Doors , plats , and buttons are all binary ( two position ) movers
Pos1 is " at rest " , pos2 is " activated "
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
/*
= = = = = = = = = = = = = = =
ROT_SetMoverState
= = = = = = = = = = = = = = =
*/
void ROT_SetMoverState ( gentity_t * ent , moverState_t moverState , int time )
{
vec3_t delta ;
float f ;
ent - > s . apos . trTime = time ;
switch ( moverState ) {
case MOVER_POS1 :
VectorCopy ( ent - > apos1 , ent - > s . apos . trBase ) ;
ent - > s . apos . trType = TR_STATIONARY ;
break ;
case MOVER_POS2 :
VectorCopy ( ent - > apos2 , ent - > s . apos . trBase ) ;
ent - > s . apos . trType = TR_STATIONARY ;
break ;
case MOVER_1TO2 :
VectorCopy ( ent - > apos1 , ent - > s . apos . trBase ) ;
VectorSubtract ( ent - > apos2 , ent - > apos1 , delta ) ;
f = 1000.0 / ent - > s . apos . trDuration ;
VectorScale ( delta , f , ent - > s . apos . trDelta ) ;
ent - > s . apos . trType = TR_LINEAR_STOP ;
break ;
case MOVER_2TO1 :
VectorCopy ( ent - > apos2 , ent - > s . apos . trBase ) ;
VectorSubtract ( ent - > apos1 , ent - > apos2 , delta ) ;
f = 1000.0 / ent - > s . apos . trDuration ;
VectorScale ( delta , f , ent - > s . apos . trDelta ) ;
ent - > s . apos . trType = TR_LINEAR_STOP ;
break ;
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default : // to make gcc happy
break ;
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}
BG_EvaluateTrajectory ( & ent - > s . apos , level . time , ent - > r . currentAngles ) ;
}
/*
= = = = = = = = = = = = = = =
SetMoverState
= = = = = = = = = = = = = = =
*/
void SetMoverState ( gentity_t * ent , moverState_t moverState , int time ) {
vec3_t delta ;
float f ;
gentity_t * touched = NULL ;
if ( ent - > touched )
touched = ent - > touched ;
ent - > moverState = moverState ;
/*
if ( ent - > classname & & Q_stricmp ( " func_door_rotating " , ent - > classname ) = = 0 )
{ //If you're a func_rotating_stop, do the rotational as well:
ROT_SetMoverState ( ent , moverState , time ) ;
}
*/
ent - > s . pos . trTime = time ;
ent - > s . apos . trTime = time ;
switch ( moverState ) {
case MOVER_POS1 :
VectorCopy ( ent - > pos1 , ent - > s . pos . trBase ) ;
ent - > s . pos . trType = TR_STATIONARY ;
if ( touched & & touched - > angle ) {
VectorCopy ( ent - > apos1 , ent - > s . apos . trBase ) ;
ent - > s . apos . trType = TR_STATIONARY ;
}
break ;
case MOVER_POS2 :
VectorCopy ( ent - > pos2 , ent - > s . pos . trBase ) ;
ent - > s . pos . trType = TR_STATIONARY ;
if ( touched & & touched - > angle ) {
VectorCopy ( ent - > apos2 , ent - > s . apos . trBase ) ;
ent - > s . apos . trType = TR_STATIONARY ;
}
break ;
case MOVER_1TO2 :
VectorCopy ( ent - > pos1 , ent - > s . pos . trBase ) ;
VectorSubtract ( ent - > pos2 , ent - > pos1 , delta ) ;
f = 1000.0 / ent - > s . pos . trDuration ;
VectorScale ( delta , f , ent - > s . pos . trDelta ) ;
ent - > s . pos . trType = TR_LINEAR_STOP ;
if ( touched & & touched - > angle ) {
VectorCopy ( ent - > apos2 , ent - > s . apos . trBase ) ;
VectorSubtract ( ent - > apos2 , ent - > apos1 , delta ) ;
f = 1000.0 / ent - > s . apos . trDuration ;
VectorScale ( delta , f , ent - > s . apos . trDelta ) ;
ent - > s . apos . trType = TR_LINEAR_STOP ;
}
break ;
case MOVER_2TO1 :
VectorCopy ( ent - > pos2 , ent - > s . pos . trBase ) ;
VectorSubtract ( ent - > pos1 , ent - > pos2 , delta ) ;
f = 1000.0 / ent - > s . pos . trDuration ;
VectorScale ( delta , f , ent - > s . pos . trDelta ) ;
ent - > s . pos . trType = TR_LINEAR_STOP ;
if ( touched & & touched - > angle ) {
VectorCopy ( ent - > apos2 , ent - > s . apos . trBase ) ;
VectorSubtract ( ent - > apos1 , ent - > apos2 , delta ) ;
f = 1000.0 / ent - > s . apos . trDuration ;
VectorScale ( delta , f , ent - > s . apos . trDelta ) ;
ent - > s . apos . trType = TR_LINEAR_STOP ;
}
break ;
case ROTATOR_POS1 :
VectorCopy ( ent - > pos1 , ent - > s . apos . trBase ) ;
ent - > s . apos . trType = TR_STATIONARY ;
break ;
case ROTATOR_POS2 :
VectorCopy ( ent - > pos2 , ent - > s . apos . trBase ) ;
ent - > s . apos . trType = TR_STATIONARY ;
break ;
case ROTATOR_1TO2 :
VectorCopy ( ent - > pos1 , ent - > s . apos . trBase ) ;
VectorSubtract ( ent - > pos2 , ent - > pos1 , delta ) ;
f = 1000.0 / ent - > s . apos . trDuration ;
VectorScale ( delta , f , ent - > s . apos . trDelta ) ;
ent - > s . apos . trType = TR_LINEAR_STOP ;
break ;
case ROTATOR_2TO1 :
VectorCopy ( ent - > pos2 , ent - > s . apos . trBase ) ;
VectorSubtract ( ent - > pos1 , ent - > pos2 , delta ) ;
f = 1000.0 / ent - > s . apos . trDuration ;
VectorScale ( delta , f , ent - > s . apos . trDelta ) ;
ent - > s . apos . trType = TR_LINEAR_STOP ;
break ;
# ifdef G_LUA
case MOVER_LUA :
break ;
# endif
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default : // to make gcc happy
break ;
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}
BG_EvaluateTrajectory ( & ent - > s . pos , level . time , ent - > r . currentOrigin ) ;
BG_EvaluateTrajectory ( & ent - > s . apos , level . time , ent - > r . currentAngles ) ;
trap_LinkEntity ( ent ) ;
}
/*
= = = = = = = = = = = = = = = =
MatchTeam
All entities in a mover team will move from pos1 to pos2
in the same amount of time
= = = = = = = = = = = = = = = =
*/
void MatchTeam ( gentity_t * teamLeader , int moverState , int time ) {
gentity_t * slave = NULL ;
for ( slave = teamLeader ; slave ; slave = slave - > teamchain ) {
SetMoverState ( slave , moverState , time ) ;
}
}
/*
= = = = = = = = = = = = = = = =
ReturnToPos1
= = = = = = = = = = = = = = = =
*/
void ReturnToPos1 ( gentity_t * ent )
{
//if it's a crushing door, make sure there are no ents in the way
if ( ! Q_stricmp ( ent - > classname , " func_door " ) & & ent - > targetname & & ! ( ent - > spawnflags & 32 ) & & ent - > wait > 0 ) //OVERRIDE
{
gentity_t * t ;
trace_t tr ;
vec3_t mins , maxs ;
//FIX: make sure it isn't a turbolift door either
//A turbolift door should only be targetted by its turbolift parent
t = G_Find ( NULL , FOFS ( target ) , ent - > targetname ) ;
if ( t & & Q_stricmp ( t - > classname , " target_turbolift " ) )
{
VectorCopy ( ent - > r . mins , mins ) ;
VectorCopy ( ent - > r . maxs , maxs ) ;
//expand out from the door
mins [ 0 ] - = 40 ;
mins [ 1 ] - = 40 ;
maxs [ 0 ] + = 40 ;
maxs [ 1 ] + = 40 ;
trap_Trace ( & tr , ent - > s . origin , mins , maxs , ent - > s . origin , ent - g_entities , CONTENTS_BODY ) ;
if ( tr . fraction ! = 1.0f )
{
ent - > nextthink = level . time + ent - > wait ;
return ;
}
}
}
MatchTeam ( ent , MOVER_2TO1 , level . time ) ;
// looping sound
ent - > s . loopSound = ent - > soundLoop ;
// starting sound
if ( ent - > sound2to1 ) {
G_AddEvent ( ent , EV_GENERAL_SOUND , ent - > sound2to1 ) ;
}
}
/*
= = = = = = = = = = = = = = =
ReturnToPos1_Use
TiM : To make toggle doors
= = = = = = = = = = = = = = =
*/
void ReturnToPos1_Use ( gentity_t * ent , gentity_t * other , gentity_t * activator )
{
//if it's a crushing door, make sure there are no ents in the way
if ( ! Q_stricmp ( ent - > classname , " func_door " ) & & ent - > targetname & & ! ( ent - > spawnflags & 32 ) & & ent - > wait > 0 ) //OVERRIDE
{
gentity_t * t ;
trace_t tr ;
vec3_t mins , maxs ;
//FIX: make sure it isn't a turbolift door either
//A turbolift door should only be targetted by its turbolift parent
t = G_Find ( NULL , FOFS ( target ) , ent - > targetname ) ;
if ( t & & Q_stricmp ( t - > classname , " target_turbolift " ) )
{
VectorCopy ( ent - > r . mins , mins ) ;
VectorCopy ( ent - > r . maxs , maxs ) ;
//expand out from the door
mins [ 0 ] - = 40 ;
mins [ 1 ] - = 40 ;
maxs [ 0 ] + = 40 ;
maxs [ 1 ] + = 40 ;
trap_Trace ( & tr , ent - > s . origin , mins , maxs , ent - > s . origin , ent - g_entities , CONTENTS_BODY ) ;
if ( tr . fraction ! = 1.0f )
{
ent - > nextthink = level . time + ent - > wait ;
return ;
}
}
}
MatchTeam ( ent , MOVER_2TO1 , level . time ) ;
// looping sound
ent - > s . loopSound = ent - > soundLoop ;
// starting sound
if ( ent - > sound2to1 ) {
G_AddEvent ( ent , EV_GENERAL_SOUND , ent - > sound2to1 ) ;
}
}
/*
= = = = = = = = = = = = = = = =
ReturnToApos1
= = = = = = = = = = = = = = = =
*/
void ReturnToApos1 ( gentity_t * ent ) {
MatchTeam ( ent , ROTATOR_2TO1 , level . time ) ;
// looping sound
ent - > s . loopSound = ent - > soundLoop ;
// starting sound
if ( ent - > sound2to1 ) {
G_AddEvent ( ent , EV_GENERAL_SOUND , ent - > sound2to1 ) ;
}
}
/*
= = = = = = = = = = = = = = =
ReturnToApos1_Use
TiM : To make toggle doors
= = = = = = = = = = = = = = =
*/
void ReturnToApos1_Use ( gentity_t * ent , gentity_t * other , gentity_t * activator )
{
/*if ( Q_stricmp(((gentity_t *)(G_Find( NULL, FOFS( target ), ent->targetname)))->classname, "trigger_multiple" ) ||
Q_stricmp ( ( ( gentity_t * ) ( G_Find ( NULL , FOFS ( target ) , ent - > targetname ) ) ) - > classname , " target_relay " ) )
return ; */
MatchTeam ( ent , ROTATOR_2TO1 , level . time ) ;
// looping sound
ent - > s . loopSound = ent - > soundLoop ;
// starting sound
if ( ent - > sound2to1 ) {
G_AddEvent ( ent , EV_GENERAL_SOUND , ent - > sound2to1 ) ;
}
}
/*
= = = = = = = = = = = = = = = =
Reached_BinaryMover
= = = = = = = = = = = = = = = =
*/
void Reached_BinaryMover ( gentity_t * ent ) {
// stop the looping sound
ent - > s . loopSound = ent - > soundLoop ;
# ifdef G_LUA
if ( ent - > luaTrigger )
{
if ( ent - > activator )
{
LuaHook_G_EntityTrigger ( ent - > luaTrigger , ent - > s . number , ent - > activator - > s . number ) ;
}
else
{
LuaHook_G_EntityTrigger ( ent - > luaTrigger , ent - > s . number , ENTITYNUM_WORLD ) ;
}
}
# endif
if ( ent - > moverState = = MOVER_1TO2 ) {
// reached pos2
SetMoverState ( ent , MOVER_POS2 , level . time ) ;
// play sound
if ( ent - > soundPos2 ) {
G_AddEvent ( ent , EV_GENERAL_SOUND , ent - > soundPos2 ) ;
}
if ( ent - > wait < 0 )
{ //never go back
ent - > think = 0 ;
ent - > nextthink = - 1 ;
ent - > use = ReturnToPos1_Use ; //0 //TiM - allow toggle doors
}
else
{
// return to pos1 after a delay
ent - > think = ReturnToPos1 ;
ent - > nextthink = level . time + ent - > wait ;
}
/*if ( ent->targetname && ent->wait > 0 )
ent - > use = ReturnToPos1_Use ; */
// fire targets
if ( ! ent - > activator ) {
ent - > activator = ent ;
}
G_UseTargets ( ent , ent - > activator ) ;
} else if ( ent - > moverState = = MOVER_2TO1 ) {
// reached pos1
SetMoverState ( ent , MOVER_POS1 , level . time ) ;
// play sound
if ( ent - > soundPos1 ) {
G_AddEvent ( ent , EV_GENERAL_SOUND , ent - > soundPos1 ) ;
}
if ( ent - > wait < 0 )
ent - > use = Use_BinaryMover ;
// close areaportals
if ( ent - > teammaster = = ent | | ! ent - > teammaster ) {
trap_AdjustAreaPortalState ( ent , qfalse ) ;
}
} else if ( ent - > moverState = = ROTATOR_1TO2 ) {
// reached pos2
SetMoverState ( ent , ROTATOR_POS2 , level . time ) ;
// play sound
if ( ent - > soundPos2 ) {
G_AddEvent ( ent , EV_GENERAL_SOUND , ent - > soundPos2 ) ;
}
if ( ent - > wait < 0 ) {
ent - > think = 0 ;
ent - > nextthink = - 1 ;
ent - > use = ReturnToApos1_Use ;
}
else {
// return to apos1 after a delay
ent - > think = ReturnToApos1 ;
ent - > nextthink = level . time + ent - > wait ;
}
// fire targets
if ( ! ent - > activator ) {
ent - > activator = ent ;
}
G_UseTargets ( ent , ent - > activator ) ;
} else if ( ent - > moverState = = ROTATOR_2TO1 ) {
// reached pos1
SetMoverState ( ent , ROTATOR_POS1 , level . time ) ;
// play sound
if ( ent - > soundPos1 ) {
G_AddEvent ( ent , EV_GENERAL_SOUND , ent - > soundPos1 ) ;
}
if ( ent - > wait < 0 )
ent - > use = Use_BinaryMover ;
// close areaportals
if ( ent - > teammaster = = ent | | ! ent - > teammaster ) {
trap_AdjustAreaPortalState ( ent , qfalse ) ;
}
# ifdef G_LUA
} else if ( ent - > moverState = = MOVER_LUA ) {
// lua all is fine
if ( level . time > = ent - > s . pos . trTime + ent - > s . pos . trDuration ) {
BG_EvaluateTrajectory ( & ent - > s . pos , level . time , ent - > r . currentOrigin ) ;
VectorCopy ( ent - > r . currentOrigin , ent - > s . pos . trBase ) ;
ent - > s . pos . trType = TR_STATIONARY ;
ent - > s . pos . trTime = level . time ;
trap_LinkEntity ( ent ) ;
}
if ( level . time > = ent - > s . apos . trTime + ent - > s . apos . trDuration ) {
BG_EvaluateTrajectory ( & ent - > s . apos , level . time , ent - > r . currentAngles ) ;
VectorCopy ( ent - > r . currentAngles , ent - > s . apos . trBase ) ;
ent - > s . apos . trType = TR_STATIONARY ;
ent - > s . apos . trTime = level . time ;
trap_LinkEntity ( ent ) ;
}
# endif
} else {
G_Error ( " Reached_BinaryMover: bad moverState " ) ;
}
}
/*
= = = = = = = = = = = = = = = =
Use_BinaryMover
= = = = = = = = = = = = = = = =
*/
void Use_BinaryMover ( gentity_t * ent , gentity_t * other , gentity_t * activator ) {
int total ;
int partial ;
//GSIO01 -> is this a train and is called by the swapname
if ( activator & & activator - > target & & ent - > swapname ) {
if ( ! Q_stricmp ( ent - > classname , " func_train " ) & & ! Q_stricmp ( activator - > target , ent - > swapname ) ) {
if ( ent - > count = = 1 ) {
ent - > s . solid = 0 ;
ent - > r . contents = 0 ;
ent - > clipmask = 0 ;
ent - > r . svFlags | = SVF_NOCLIENT ;
ent - > s . eFlags | = EF_NODRAW ;
ent - > count = 0 ;
} else {
ent - > clipmask = CONTENTS_BODY ;
trap_SetBrushModel ( ent , ent - > model ) ;
//VectorCopy( ent->s.origin, ent->s.pos.trBase );
//VectorCopy( ent->s.origin, ent->r.currentOrigin );
ent - > r . svFlags & = ~ SVF_NOCLIENT ;
ent - > s . eFlags & = ~ EF_NODRAW ;
ent - > clipmask = 0 ;
ent - > count = 1 ;
}
return ;
}
}
//TiM -> Do not engage if clamped
if ( ent - > flags & FL_CLAMPED )
return ;
//GSIO01 | 08/05/2009: do not engage if door is locked
if ( ent - > flags & FL_LOCKED ) {
G_AddEvent ( ent , EV_GENERAL_SOUND , ent - > n00bCount /*ent->soundLocked*/ ) ;
return ;
}
//GSIO01 | 09/05/2009: do engage if door is admin only and player isn admin
2011-06-09 11:31:41 +00:00
if ( ( ! Q_stricmp ( ent - > classname , " func_door " ) & & ( ent - > spawnflags & 128 ) )
| | ( ! Q_stricmp ( ent - > classname , " func_door_rotating " ) & & ( ent - > spawnflags & 64 ) ) ) {
2011-06-01 12:20:56 +00:00
if ( activator & & ! IsAdmin ( activator ) )
return ;
}
// only the master should be used
if ( ent - > flags & FL_TEAMSLAVE ) {
Use_BinaryMover ( ent - > teammaster , other , activator ) ;
return ;
}
if ( activator )
ent - > activator = activator ;
# ifdef G_LUA
if ( ent - > luaTrigger )
{
if ( activator )
LuaHook_G_EntityTrigger ( ent - > luaTrigger , ent - > s . number , activator - > s . number ) ;
else
LuaHook_G_EntityTrigger ( ent - > luaTrigger , ent - > s . number , - 1 ) ;
}
# endif
if ( ent - > moverState = = MOVER_POS1 ) {
// start moving 50 msec later, becase if this was player
// triggered, level.time hasn't been advanced yet
MatchTeam ( ent , MOVER_1TO2 , level . time + 50 ) ;
// starting sound
if ( ent - > sound1to2 ) {
G_AddEvent ( ent , EV_GENERAL_SOUND , ent - > sound1to2 ) ;
}
// looping sound
ent - > s . loopSound = ent - > soundLoop ;
// open areaportal
if ( ! ent - > teammaster | | ent - > teammaster = = ent ) {
trap_AdjustAreaPortalState ( ent , qtrue ) ;
}
return ;
}
// if all the way up, just delay before coming down
if ( ent - > moverState = = MOVER_POS2 ) {
if ( ent - > wait > = 0 ) {
ent - > nextthink = level . time + ent - > wait ;
}
return ;
}
// only partway down before reversing
if ( ent - > moverState = = MOVER_2TO1 ) {
total = ent - > s . pos . trDuration ;
partial = level . time - ent - > s . time ;
if ( partial > total ) {
partial = total ;
}
MatchTeam ( ent , MOVER_1TO2 , level . time - ( total - partial ) ) ;
if ( ent - > sound1to2 ) {
G_AddEvent ( ent , EV_GENERAL_SOUND , ent - > sound1to2 ) ;
}
return ;
}
// only partway up before reversing
if ( ent - > moverState = = MOVER_1TO2 ) {
total = ent - > s . pos . trDuration ;
partial = level . time - ent - > s . time ;
if ( partial > total ) {
partial = total ;
}
MatchTeam ( ent , MOVER_2TO1 , level . time - ( total - partial ) ) ;
if ( ent - > sound2to1 ) {
G_AddEvent ( ent , EV_GENERAL_SOUND , ent - > sound2to1 ) ;
}
return ;
}
if ( ent - > moverState = = ROTATOR_POS1 ) {
// start moving 50 msec later, becase if this was player
// triggered, level.time hasn't been advanced yet
MatchTeam ( ent , ROTATOR_1TO2 , level . time + 50 ) ;
// starting sound
if ( ent - > sound1to2 ) {
G_AddEvent ( ent , EV_GENERAL_SOUND , ent - > sound1to2 ) ;
}
// looping sound
ent - > s . loopSound = ent - > soundLoop ;
// open areaportal
if ( ! ent - > teammaster | | ent - > teammaster = = ent ) {
trap_AdjustAreaPortalState ( ent , qtrue ) ;
}
return ;
}
// if all the way up, just delay before coming down
if ( ent - > moverState = = ROTATOR_POS2 ) {
ent - > nextthink = level . time + ent - > wait ;
return ;
}
// only partway down before reversing
if ( ent - > moverState = = ROTATOR_2TO1 ) {
total = ent - > s . apos . trDuration ;
partial = level . time - ent - > s . time ;
if ( partial > total ) {
partial = total ;
}
MatchTeam ( ent , ROTATOR_1TO2 , level . time - ( total - partial ) ) ;
if ( ent - > sound1to2 ) {
G_AddEvent ( ent , EV_GENERAL_SOUND , ent - > sound1to2 ) ;
}
return ;
}
// only partway up before reversing
if ( ent - > moverState = = ROTATOR_1TO2 ) {
total = ent - > s . apos . trDuration ;
partial = level . time - ent - > s . time ;
if ( partial > total ) {
partial = total ;
}
MatchTeam ( ent , ROTATOR_2TO1 , level . time - ( total - partial ) ) ;
if ( ent - > sound2to1 ) {
G_AddEvent ( ent , EV_GENERAL_SOUND , ent - > sound2to1 ) ;
}
return ;
}
}
void Reached_AdvancedMover ( gentity_t * ent ) ;
/*
= = = = = = = = = = = = = = = =
InitMover
" pos1 " , " pos2 " , and " speed " should be set before calling ,
so the movement delta can be calculated
= = = = = = = = = = = = = = = =
*/
void InitMover ( gentity_t * ent ) {
vec3_t move ;
float distance ;
float light ;
vec3_t color ;
qboolean lightSet , colorSet ;
char * sound ;
// if the "model2" key is set, use a seperate model
// for drawing, but clip against the brushes
if ( ent - > model2 ) {
ent - > s . modelindex2 = G_ModelIndex ( ent - > model2 ) ;
}
// if the "loopsound" key is set, use a constant looping sound when moving
if ( G_SpawnString ( " noise " , " 100 " , & sound ) ) {
ent - > s . loopSound = G_SoundIndex ( sound ) ;
}
// if the "color" or "light" keys are set, setup constantLight
lightSet = G_SpawnFloat ( " light " , " 100 " , & light ) ;
colorSet = G_SpawnVector ( " color " , " 1 1 1 " , color ) ;
if ( lightSet | | colorSet ) {
int r , g , b , i ;
r = color [ 0 ] * 255 ;
if ( r > 255 ) {
r = 255 ;
}
g = color [ 1 ] * 255 ;
if ( g > 255 ) {
g = 255 ;
}
b = color [ 2 ] * 255 ;
if ( b > 255 ) {
b = 255 ;
}
i = light / 4 ;
if ( i > 255 ) {
i = 255 ;
}
ent - > s . constantLight = r | ( g < < 8 ) | ( b < < 16 ) | ( i < < 24 ) ;
}
ent - > use = Use_BinaryMover ;
if ( Q_stricmp ( ent - > classname , " func_mover " ) )
ent - > reached = Reached_BinaryMover ;
else
ent - > reached = Reached_AdvancedMover ;
// if this is a func_mover we have to make sure it is a bit away from it's first target
if ( ! Q_stricmp ( ent - > classname , " func_mover " ) ) {
VectorSubtract ( ent - > pos1 , ent - > pos2 , move ) ;
distance = VectorLength ( move ) ;
if ( distance < 32 ) {
ent - > pos1 [ 2 ] + = 32 ;
VectorCopy ( ent - > pos1 , ent - > s . origin ) ;
}
VectorClear ( move ) ;
distance = 0 ;
}
ent - > moverState = MOVER_POS1 ;
ent - > r . svFlags = SVF_USE_CURRENT_ORIGIN ;
ent - > s . eType = ET_MOVER ;
VectorCopy ( ent - > pos1 , ent - > r . currentOrigin ) ;
// we also need support for angular movement (func_mover)
VectorCopy ( ent - > apos1 , ent - > r . currentAngles ) ;
trap_LinkEntity ( ent ) ;
ent - > s . pos . trType = TR_STATIONARY ;
VectorCopy ( ent - > pos1 , ent - > s . pos . trBase ) ;
// we also need support for angular movement (func_mover)
ent - > s . pos . trType = TR_STATIONARY ;
VectorCopy ( ent - > apos1 , ent - > s . pos . trBase ) ;
// calculate time to reach second position from speed
VectorSubtract ( ent - > pos2 , ent - > pos1 , move ) ;
distance = VectorLength ( move ) ;
if ( ! ent - > speed ) {
ent - > speed = 100 ;
}
VectorScale ( move , ent - > speed , ent - > s . pos . trDelta ) ;
ent - > s . pos . trDuration = distance * 1000 / ent - > speed ;
if ( ent - > s . pos . trDuration < = 0 ) {
ent - > s . pos . trDuration = 1 ;
}
// we also need support for angular movement (func_mover)
ent - > s . apos . trDuration = distance * 1000 / ent - > speed ; // rotating should take as long as moving
if ( ent - > s . apos . trDuration < = 0 ) {
ent - > s . apos . trDuration = 1 ;
}
if ( ! Q_stricmp ( ent - > classname , " func_rotating " ) ) {
ent - > reached = 0 ;
}
}
/*
= = = = = = = = = = = = = = = =
InitRotator
" pos1 " , " pos2 " , and " speed " should be set before calling ,
so the movement delta can be calculated
= = = = = = = = = = = = = = = =
*/
void InitRotator ( gentity_t * ent ) {
vec3_t move ;
float angle ;
float light ;
vec3_t color ;
qboolean lightSet , colorSet ;
char * sound ;
// if the "model2" key is set, use a seperate model
// for drawing, but clip against the brushes
if ( ent - > model2 ) {
ent - > s . modelindex2 = G_ModelIndex ( ent - > model2 ) ;
}
// if the "loopsound" key is set, use a constant looping sound when moving
if ( G_SpawnString ( " noise " , " 100 " , & sound ) ) {
ent - > s . loopSound = G_SoundIndex ( sound ) ;
}
// if the "color" or "light" keys are set, setup constantLight
lightSet = G_SpawnFloat ( " light " , " 100 " , & light ) ;
colorSet = G_SpawnVector ( " color " , " 1 1 1 " , color ) ;
if ( lightSet | | colorSet ) {
int r , g , b , i ;
r = color [ 0 ] * 255 ;
if ( r > 255 ) {
r = 255 ;
}
g = color [ 1 ] * 255 ;
if ( g > 255 ) {
g = 255 ;
}
b = color [ 2 ] * 255 ;
if ( b > 255 ) {
b = 255 ;
}
i = light / 4 ;
if ( i > 255 ) {
i = 255 ;
}
ent - > s . constantLight = r | ( g < < 8 ) | ( b < < 16 ) | ( i < < 24 ) ;
}
ent - > use = Use_BinaryMover ;
ent - > reached = Reached_BinaryMover ;
ent - > moverState = ROTATOR_POS1 ;
ent - > r . svFlags = SVF_USE_CURRENT_ORIGIN ;
ent - > s . eType = ET_MOVER ;
VectorCopy ( ent - > pos1 , ent - > r . currentAngles ) ;
trap_LinkEntity ( ent ) ;
ent - > s . apos . trType = TR_STATIONARY ;
VectorCopy ( ent - > pos1 , ent - > s . apos . trBase ) ;
// calculate time to reach second position from speed
VectorSubtract ( ent - > pos2 , ent - > pos1 , move ) ;
angle = VectorLength ( move ) ;
if ( ! ent - > speed ) {
ent - > speed = 120 ;
}
VectorScale ( move , ent - > speed , ent - > s . apos . trDelta ) ;
ent - > s . apos . trDuration = angle * 1000 / ent - > speed ;
if ( ent - > s . apos . trDuration < = 0 ) {
ent - > s . apos . trDuration = 1 ;
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
DOOR
A use can be triggered either by a touch function , by being shot , or by being
targeted by another entity .
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
/*
= = = = = = = = = = = = = = = =
Blocked_Door
= = = = = = = = = = = = = = = =
*/
void Blocked_Door ( gentity_t * ent , gentity_t * other ) {
// remove anything other than a client
if ( ! other - > client ) {
// except CTF flags!!!!
if ( other - > s . eType = = ET_ITEM & & other - > item - > giType = = IT_TEAM ) {
Team_DroppedFlagThink ( other ) ;
return ;
}
G_TempEntity ( other - > s . origin , EV_ITEM_POP ) ;
G_FreeEntity ( other ) ;
return ;
}
if ( ent - > damage ) {
G_Damage ( other , ent , ent , NULL , NULL , ent - > damage , 0 , MOD_CRUSH ) ;
}
if ( ent - > spawnflags & 4 | | ( ! Q_stricmp ( ent - > classname , " func_door_rotating " ) & & ( ent - > spawnflags & 2 ) ) ) { // GSIO01: added support for fucn_door_roating
return ; // crushers don't reverse
}
// reverse direction
Use_BinaryMover ( ent , ent , other ) ;
}
/*
= = = = = = = = = = = = = = = =
Touch_DoorTriggerSpectator
= = = = = = = = = = = = = = = =
*/
static void Touch_DoorTriggerSpectator ( gentity_t * ent , gentity_t * other , trace_t * trace ) {
int i , axis ;
vec3_t origin , dir , angles ;
axis = ent - > count ;
VectorClear ( dir ) ;
if ( fabs ( other - > s . origin [ axis ] - ent - > r . absmax [ axis ] ) <
fabs ( other - > s . origin [ axis ] - ent - > r . absmin [ axis ] ) ) {
origin [ axis ] = ent - > r . absmin [ axis ] - 10 ;
dir [ axis ] = - 1 ;
}
else {
origin [ axis ] = ent - > r . absmax [ axis ] + 10 ;
dir [ axis ] = 1 ;
}
for ( i = 0 ; i < 3 ; i + + ) {
if ( i = = axis ) continue ;
origin [ i ] = ( ent - > r . absmin [ i ] + ent - > r . absmax [ i ] ) * 0.5 ;
}
vectoangles ( dir , angles ) ;
TeleportPlayer ( other , origin , angles , TP_NORMAL ) ;
}
void CalcTeamDoorCenter ( gentity_t * ent , vec3_t center )
{
vec3_t slavecenter ;
gentity_t * slave ;
//Start with our center
VectorAdd ( ent - > r . mins , ent - > r . maxs , center ) ;
VectorScale ( center , 0.5 , center ) ;
for ( slave = ent - > teamchain ; slave ; slave = slave - > teamchain )
{
//Find slave's center
VectorAdd ( slave - > r . mins , slave - > r . maxs , slavecenter ) ;
VectorScale ( slavecenter , 0.5 , slavecenter ) ;
//Add that to our own, find middle
VectorAdd ( center , slavecenter , center ) ;
VectorScale ( center , 0.5 , center ) ;
}
}
void DoorTriggerReactivate ( gentity_t * ent ) ;
/*
= = = = = = = = = = = = = = = =
Touch_DoorTrigger
= = = = = = = = = = = = = = = =
*/
void Touch_DoorTrigger ( gentity_t * ent , gentity_t * other , trace_t * trace ) {
#if 0
vec3_t vec , doorcenter , movedir ;
float dot , dist ;
// fuck this code - it will never work. Let this be a lesson to you from expecting code from single
// player to work in multiplayer.
// should we do a face only door?
if ( ent - > parent - > spawnflags & 16 )
{
//Dir from activator to door center
VectorSubtract ( ent - > r . absmax , ent - > r . absmin , vec ) ;
VectorMA ( ent - > r . absmin , 0.5 , vec , doorcenter ) ;
VectorSubtract ( doorcenter , other - > client - > ps . origin , vec ) ;
dist = VectorNormalize ( vec ) ;
//Activator's facing dir
VectorCopy ( other - > client - > ps . velocity , movedir ) ;
VectorNormalize ( movedir ) ;
dot = DotProduct ( vec , movedir ) ;
if ( dot < 0.7 )
{
return ;
}
}
# endif
//This door's been tempoarily disabled
if ( ent - > parent - > flags & FL_CLAMPED )
return ;
# ifdef G_LUA
if ( ent - > luaTrigger )
LuaHook_G_EntityTrigger ( ent - > luaTrigger , ent - g_entities , other - g_entities ) ;
# endif
if ( other - > client & & ( other - > client - > sess . sessionTeam = = TEAM_SPECTATOR /*|| (other->client->ps.eFlags&EF_ELIMINATED)*/ ) ) {
// if the door is not open and not opening
if ( ent - > parent - > moverState ! = MOVER_1TO2 & &
ent - > parent - > moverState ! = MOVER_POS2 & &
ent - > parent - > moverState ! = ROTATOR_1TO2 & &
ent - > parent - > moverState ! = ROTATOR_POS2 ) {
Touch_DoorTriggerSpectator ( ent , other , trace ) ;
}
}
else if ( ent - > parent - > moverState ! = MOVER_1TO2 & &
ent - > parent - > moverState ! = ROTATOR_1TO2 )
{
Use_BinaryMover ( ent - > parent , ent , other ) ;
}
if ( ent - > parent - > flags & FL_LOCKED ) {
ent - > touch = 0 ;
ent - > nextthink = level . time + 3000 ;
}
}
void DoorTriggerReactivate ( gentity_t * ent ) {
ent - > touch = Touch_DoorTrigger ;
ent - > nextthink = - 1 ;
}
/*
= = = = = = = = = = = = = = = = = = = = = =
Think_SpawnNewDoorTrigger
All of the parts of a door have been spawned , so create
a trigger that encloses all of them
= = = = = = = = = = = = = = = = = = = = = =
*/
void Think_SpawnNewDoorTrigger ( gentity_t * ent ) {
gentity_t * other ;
vec3_t mins , maxs ;
int i , best ;
if ( ! ent ) return ;
// set all of the slaves as shootable
for ( other = ent ; other ; other = other - > teamchain ) {
other - > takedamage = qtrue ;
}
// find the bounds of everything on the team
VectorCopy ( ent - > r . absmin , mins ) ;
VectorCopy ( ent - > r . absmax , maxs ) ;
for ( other = ent - > teamchain ; other ; other = other - > teamchain ) {
AddPointToBounds ( other - > r . absmin , mins , maxs ) ;
AddPointToBounds ( other - > r . absmax , mins , maxs ) ;
}
// Copy maxs and mins to s.origin2 and s.angles2 for scanable door
VectorCopy ( maxs , ent - > s . origin2 ) ;
VectorCopy ( mins , ent - > s . angles2 ) ;
// find the thinnest axis, which will be the one we expand
best = 0 ;
for ( i = 1 ; i < 3 ; i + + ) {
if ( maxs [ i ] - mins [ i ] < maxs [ best ] - mins [ best ] ) {
best = i ;
}
}
// should we have a big old trigger volume, or a small one?
2011-06-09 11:31:41 +00:00
if ( ( ( ent - > spawnflags & 256 ) & & ! Q_stricmp ( ent - > classname , " func_door " ) ) | |
( ( ent - > spawnflags & 128 ) & & ! Q_stricmp ( ent - > classname , " func_door_rotating " ) ) ) {
2011-06-01 12:20:56 +00:00
maxs [ best ] + = 12 ;
mins [ best ] - = 12 ;
}
else if ( ent - > spawnflags & 8 & & ! Q_stricmp ( ent - > classname , " func_door " ) )
{
maxs [ best ] + = 48 ;
mins [ best ] - = 48 ;
}
else
{
maxs [ best ] + = 100 ;
mins [ best ] - = 100 ;
}
// create a trigger with this size
other = G_Spawn ( ) ;
VectorCopy ( mins , other - > r . mins ) ;
VectorCopy ( maxs , other - > r . maxs ) ;
other - > parent = ent ;
other - > r . contents = CONTENTS_TRIGGER ;
other - > touch = Touch_DoorTrigger ;
// remember the thinnest axis
other - > count = best ;
//RPG-X | GSIO01 | 08/05/2009 | SOE = START OF EDIT ... lol
other - > think = DoorTriggerReactivate ;
other - > nextthink = - 1 ;
trap_LinkEntity ( other ) ;
MatchTeam ( ent , ent - > moverState , level . time ) ;
}
void Think_MatchTeam ( gentity_t * ent ) {
gentity_t * lift = NULL ;
gentity_t * other ;
vec3_t mins , maxs ;
//TiM - check if this is a turbolift door. if it is, spawn a trigger
while ( ( lift = G_Find ( lift , FOFS ( classname ) , " target_turbolift " ) ) ! = NULL )
{
if ( ! Q_stricmp ( lift - > target , ent - > targetname ) ) {
ent - > think = Think_SpawnNewDoorTrigger ;
ent - > nextthink = level . time + FRAMETIME ;
return ;
}
}
// scanable doors:
VectorCopy ( ent - > r . absmax , maxs ) ;
VectorCopy ( ent - > r . absmin , mins ) ;
for ( other = ent - > teamchain ; other ; other = other - > teamchain ) {
AddPointToBounds ( other - > r . absmax , mins , maxs ) ;
AddPointToBounds ( other - > r . absmin , mins , maxs ) ;
}
VectorCopy ( maxs , ent - > s . origin2 ) ;
VectorCopy ( mins , ent - > s . angles2 ) ;
MatchTeam ( ent , ent - > moverState , level . time ) ;
}
/*====================
DoorGetMessage
Check whether the door has a messageNum and
if yes set it ' s message to that
RPG - X | GSIO01 | 13 / 05 / 2009
= = = = = = = = = = = = = = = = = = = = */
void DoorGetMessage ( gentity_t * ent ) {
int i , j , messageNum , entityNum ;
//vec3_t mins, maxs;
//gentity_t *other;
if ( rpg_scannablePanels . integer ) {
if ( level . hasScannableFile ) {
i = 0 ;
j = 0 ;
messageNum = 0 ;
entityNum = ent - g_entities ;
ent - > s . weapon = 0 ;
G_SpawnInt ( " messageNum " , " 0 " , & messageNum ) ;
if ( messageNum > 0 ) {
while ( i < MAX_SCANNABLES ) {
if ( level . g_scannables [ i ] = = 0 )
break ;
if ( level . g_scannables [ i ] = = messageNum ) {
ent - > s . weapon = i + 1 ;
break ;
}
i + + ;
}
}
if ( ent - > s . weapon = = 0 & & level . hasEntScannableFile ) {
i = 0 ;
while ( i < MAX_SCANNABLES ) {
if ( ! level . g_entScannables [ i ] [ 0 ] & & ! level . g_entScannables [ i ] [ 1 ] )
break ;
if ( level . g_entScannables [ i ] [ 0 ] = = entityNum ) {
j = 0 ;
while ( j < MAX_SCANNABLES ) {
if ( level . g_scannables [ j ] = = 0 )
break ;
if ( level . g_scannables [ j ] = = level . g_entScannables [ i ] [ 1 ] ) {
ent - > s . weapon = j + 1 ;
i = MAX_ENTSCANNABLES + 1 ;
break ;
}
j + + ;
}
}
i + + ;
}
}
if ( ent - > s . weapon > 0 ) {
ent - > s . eType = ET_MOVER_STR ;
// find the bounds of everything on the team
/*VectorCopy (ent->r.absmin, mins);
VectorCopy ( ent - > r . absmax , maxs ) ;
G_Printf ( " ent->teamchain: %s \n " , ent - > teamchain - > classname ) ;
for ( other = ent - > teamchain ; other ; other = other - > teamchain ) {
AddPointToBounds ( ent - > r . absmin , mins , maxs ) ;
AddPointToBounds ( ent - > r . absmax , mins , maxs ) ;
}
G_Printf ( " absmin: %s, absmax %s \n " , vtos ( ent - > r . absmin ) , vtos ( ent - > r . absmax ) ) ; */
VectorCopy ( ent - > r . absmin , ent - > s . origin2 ) ;
VectorCopy ( ent - > r . absmax , ent - > s . angles2 ) ;
}
}
}
trap_LinkEntity ( ent ) ;
}
/*QUAKED func_door (0 .5 .8) ? START_OPEN x CRUSHER TREK_DOOR FACE OVERRIDE LOCKED ADMIN_ONLY CORRIDOR
START_OPEN the door to moves to its destination when spawned , and operate in reverse . It is used to temporarily or permanently close off an area when triggered ( not useful for touch or takedamage doors ) .
x
CRUSHER door will crush
TREK_DOOR if set this door will have a reduced auto trigger volume
FACE if set , this door requires you to be facing it before the trigger will fire
OVERRIDE if set , targetted doors won ' t wait until they ' re clear before closing
LOCKED if set , door is locked at spawn
ADMIN_ONLY if set , door only opens for admins
CORRIDOR if set , door will have en even more reduced auto trigger volume
" model2 " . md3 model to also draw
" angle " determines the opening direction
" targetname " if set , no touch field will be spawned and a remote button or trigger field activates the door .
" targetname2 " for target_doorlock
" speed " movement speed ( 100 default )
" wait " wait before returning ( 3 default , - 1 = never return )
" lip " lip remaining at end of move ( 8 default )
" dmg " damage to inflict when blocked ( 2 default )
" color " constantLight color
" light " constantLight radius
" health " if set , the door must be shot open
" soundstart " sound to play at start of moving
" soundstop " sound to play at stop of moving
" soundlocked " sound to play when locked
*/
void SP_func_door ( gentity_t * ent ) {
vec3_t abs_movedir ;
float distance ;
vec3_t size ;
float lip ;
char * sound ;
//gentity_t *other;
//vec3_t mins, maxs;
//qboolean liftDoor=qfalse;
if ( ! ent - > tmpEntity ) { // not modified by spawnfile
G_SpawnString ( " soundstart " , " sound/movers/doors/largedoorstart.wav " , & sound ) ;
ent - > sound1to2 = ent - > sound2to1 = G_SoundIndex ( sound ) ;
G_SpawnString ( " soundstop " , " sound/movers/doors/largedoorstop.wav " , & sound ) ;
ent - > soundPos1 = ent - > soundPos2 = G_SoundIndex ( sound ) ;
G_SpawnString ( " soundlocked " , " sound/ambience/voyager/doorchime.mp3 " , & sound ) ;
ent - > n00bCount = G_SoundIndex ( sound ) ;
}
ent - > blocked = Blocked_Door ;
if ( ent - > spawnflags & 64 )
ent - > flags ^ = FL_LOCKED ;
// default speed of 400
if ( ! ent - > speed )
ent - > speed = 400 ;
// default wait of 2 seconds
if ( ! ent - > wait )
ent - > wait = 2 ;
ent - > wait * = 1000 ;
// default lip of 8 units
G_SpawnFloat ( " lip " , " 8 " , & lip ) ;
// default damage of 2 points
G_SpawnInt ( " dmg " , " 2 " , & ent - > damage ) ;
// first position at start
VectorCopy ( ent - > s . origin , ent - > pos1 ) ;
// calculate second position
trap_SetBrushModel ( ent , ent - > model ) ;
G_SetMovedir ( ent - > s . angles , ent - > movedir ) ;
abs_movedir [ 0 ] = Q_fabs ( ent - > movedir [ 0 ] ) ;
abs_movedir [ 1 ] = Q_fabs ( ent - > movedir [ 1 ] ) ;
abs_movedir [ 2 ] = Q_fabs ( ent - > movedir [ 2 ] ) ;
VectorSubtract ( ent - > r . maxs , ent - > r . mins , size ) ;
if ( ent - > count ) // for SP map support
distance = DotProduct ( abs_movedir , size ) - ent - > count ;
else
distance = DotProduct ( abs_movedir , size ) - lip ;
VectorMA ( ent - > pos1 , distance , ent - > movedir , ent - > pos2 ) ;
// if "start_open", reverse position 1 and 2
if ( ent - > spawnflags & 1 ) {
vec3_t temp ;
VectorCopy ( ent - > pos2 , temp ) ;
VectorCopy ( ent - > s . origin , ent - > pos2 ) ;
VectorCopy ( temp , ent - > pos1 ) ;
}
InitMover ( ent ) ;
ent - > nextthink = level . time + FRAMETIME ;
if ( ! ( ent - > flags & FL_TEAMSLAVE ) ) {
int health ;
G_SpawnInt ( " health " , " 0 " , & health ) ;
if ( health ) {
ent - > takedamage = qtrue ;
}
if ( ent - > targetname | | health ) {
// non touch/shoot doors
ent - > think = Think_MatchTeam ;
} else {
ent - > think = Think_SpawnNewDoorTrigger ;
}
}
if ( ! ( ent - > flags & FL_TEAMSLAVE ) ) {
DoorGetMessage ( ent ) ;
}
level . numBrushEnts + + ;
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
PLAT
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
/*
= = = = = = = = = = = = = =
Touch_Plat
Don ' t allow decent if a living player is on it
= = = = = = = = = = = = = = =
*/
void Touch_Plat ( gentity_t * ent , gentity_t * other , trace_t * trace ) {
if ( ! other - > client | | other - > client - > ps . stats [ STAT_HEALTH ] < = 0 ) {
return ;
}
# ifdef G_LUA
if ( ent - > luaTrigger )
LuaHook_G_EntityTrigger ( ent - > luaTrigger , ent - g_entities , other - g_entities ) ;
# endif
// delay return-to-pos1 by one second
if ( ent - > moverState = = MOVER_POS2 ) {
ent - > nextthink = level . time + 1000 ;
}
}
/*
= = = = = = = = = = = = = =
Touch_PlatCenterTrigger
If the plat is at the bottom position , start it going up
= = = = = = = = = = = = = = =
*/
void Touch_PlatCenterTrigger ( gentity_t * ent , gentity_t * other , trace_t * trace ) {
if ( ! other - > client ) {
return ;
}
# ifdef G_LUA
if ( ent - > luaTrigger )
LuaHook_G_EntityTrigger ( ent - > luaTrigger , ent - g_entities , other - g_entities ) ;
# endif
if ( ent - > parent - > moverState = = MOVER_POS1 ) {
Use_BinaryMover ( ent - > parent , ent , other ) ;
}
}
void func_plat_use ( gentity_t * ent , gentity_t * other , gentity_t * activator ) {
if ( ent - > parent - > moverState = = MOVER_POS1 ) {
Use_BinaryMover ( ent - > parent , other , activator ) ;
}
}
/*
= = = = = = = = = = = = = = = =
SpawnPlatTrigger
Spawn a trigger in the middle of the plat ' s low position
Elevator cars require that the trigger extend through the entire low position ,
not just sit on top of it .
= = = = = = = = = = = = = = = =
*/
void SpawnPlatTrigger ( gentity_t * ent ) {
gentity_t * trigger ;
vec3_t tmin , tmax ;
// the middle trigger will be a thin trigger just
// above the starting position
trigger = G_Spawn ( ) ;
trigger - > touch = Touch_PlatCenterTrigger ;
trigger - > r . contents = CONTENTS_TRIGGER ;
trigger - > parent = ent ;
tmin [ 0 ] = ent - > pos1 [ 0 ] + ent - > r . mins [ 0 ] + 33 ;
tmin [ 1 ] = ent - > pos1 [ 1 ] + ent - > r . mins [ 1 ] + 33 ;
tmin [ 2 ] = ent - > pos1 [ 2 ] + ent - > r . mins [ 2 ] ;
tmax [ 0 ] = ent - > pos1 [ 0 ] + ent - > r . maxs [ 0 ] - 33 ;
tmax [ 1 ] = ent - > pos1 [ 1 ] + ent - > r . maxs [ 1 ] - 33 ;
tmax [ 2 ] = ent - > pos1 [ 2 ] + ent - > r . maxs [ 2 ] + 8 ;
if ( tmax [ 0 ] < = tmin [ 0 ] ) {
tmin [ 0 ] = ent - > pos1 [ 0 ] + ( ent - > r . mins [ 0 ] + ent - > r . maxs [ 0 ] ) * 0.5 ;
tmax [ 0 ] = tmin [ 0 ] + 1 ;
}
if ( tmax [ 1 ] < = tmin [ 1 ] ) {
tmin [ 1 ] = ent - > pos1 [ 1 ] + ( ent - > r . mins [ 1 ] + ent - > r . maxs [ 1 ] ) * 0.5 ;
tmax [ 1 ] = tmin [ 1 ] + 1 ;
}
VectorCopy ( tmin , trigger - > r . mins ) ;
VectorCopy ( tmax , trigger - > r . maxs ) ;
trap_LinkEntity ( trigger ) ;
}
/*QUAKED func_plat (0 .5 .8) NO_TOUCH
Plats are always drawn in the extended position so they will light correctly .
NO_TOUCH - instead of staying up as long as someone touches it , it will wait " wait " seconds and return
" targetname " if targeted will only move when used
" lip " default 8 , protrusion above rest position
" height " total height of movement , defaults to model height
" speed " overrides default 200.
" dmg " overrides default 2
" model2 " . md3 model to also draw
" color " constantLight color
" light " constantLight radius
" wait " how many seconds to wait before returning
*/
void SP_func_plat ( gentity_t * ent ) {
float lip , height ;
char * sound ;
G_SpawnString ( " soundstart " , " sound/movers/plats/largeplatstart.wav " , & sound ) ;
ent - > sound1to2 = ent - > sound2to1 = G_SoundIndex ( sound ) ;
G_SpawnString ( " soundstop " , " sound/movers/plats/largeplatstop.wav " , & sound ) ;
ent - > soundPos1 = ent - > soundPos2 = G_SoundIndex ( sound ) ;
VectorClear ( ent - > s . angles ) ;
G_SpawnFloat ( " speed " , " 200 " , & ent - > speed ) ;
G_SpawnInt ( " dmg " , " 2 " , & ent - > damage ) ;
G_SpawnFloat ( " wait " , " 1 " , & ent - > wait ) ;
G_SpawnFloat ( " lip " , " 8 " , & lip ) ;
ent - > wait * = 1000 ;
// create second position
trap_SetBrushModel ( ent , ent - > model ) ;
if ( ! G_SpawnFloat ( " height " , " 0 " , & height ) ) {
height = ( ent - > r . maxs [ 2 ] - ent - > r . mins [ 2 ] ) - lip ;
}
// pos1 is the rest (bottom) position, pos2 is the top
VectorCopy ( ent - > s . origin , ent - > pos2 ) ;
VectorCopy ( ent - > pos2 , ent - > pos1 ) ;
if ( ent - > count ) // for SP support
ent - > pos1 [ 2 ] - = ent - > count ;
else
ent - > pos1 [ 2 ] - = height ;
InitMover ( ent ) ;
// touch function keeps the plat from returning while
// a live player is standing on it
if ( ! ( ent - > spawnflags & 1 ) )
{ //we don't want the touch-holding
ent - > touch = Touch_Plat ;
}
ent - > blocked = Blocked_Door ;
ent - > parent = ent ; // so it can be treated as a door
// spawn the trigger if one hasn't been custom made
if ( ! ent - > targetname | | ent - > count ) {
SpawnPlatTrigger ( ent ) ;
}
level . numBrushEnts + + ;
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
BUTTON
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
/*
= = = = = = = = = = = = = =
Touch_Button
= = = = = = = = = = = = = = =
*/
void Touch_Button ( gentity_t * ent , gentity_t * other , trace_t * trace ) {
if ( ! other - > client ) {
return ;
}
# ifdef G_LUA
if ( ent - > luaTrigger )
LuaHook_G_EntityTrigger ( ent - > luaTrigger , ent - g_entities , other - g_entities ) ;
# endif
if ( ent - > moverState = = MOVER_POS1 ) {
Use_BinaryMover ( ent , other , other ) ;
//other->client->ps.torsoAnim = ( ( other->client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | BOTH_CONSOLE1;
}
}
/*QUAKED func_button (0 .5 .8) ?
When a button is touched , it moves some distance in the direction of it ' s angle , triggers all of it ' s targets , waits some time , then returns to it ' s original position where it can be triggered again .
" model2 " . md3 model to also draw
" angle " determines the opening direction
" target " all entities with a matching targetname will be used
" speed " override the default 40 speed
" wait " override the default 1 second wait ( - 1 = never return )
" lip " override the default 4 pixel lip remaining at end of move
" health " if set , the button must be killed instead of touched
" color " constantLight color
" light " constantLight radius
*/
void SP_func_button ( gentity_t * ent ) {
vec3_t abs_movedir ;
float distance ;
vec3_t size ;
float lip ;
char * sound ;
if ( ! ent - > tmpEntity ) { // not modified by spawn file
G_SpawnString ( " sounduse " , " sound/movers/switches/forgepos.wav " , & sound ) ;
ent - > sound1to2 = G_SoundIndex ( sound ) ;
} else { // modified by spawnfile
if ( ! ent - > sound1to2 )
ent - > sound1to2 = G_SoundIndex ( " sound/movers/switches/forgepos.wav " ) ;
}
if ( ! ent - > speed ) {
ent - > speed = 40 ;
}
if ( ! ent - > wait ) {
ent - > wait = 1 ;
}
ent - > wait * = 1000 ;
// first position
VectorCopy ( ent - > s . origin , ent - > pos1 ) ;
// calculate second position
trap_SetBrushModel ( ent , ent - > model ) ;
G_SpawnFloat ( " lip " , " 4 " , & lip ) ;
G_SetMovedir ( ent - > s . angles , ent - > movedir ) ;
abs_movedir [ 0 ] = fabs ( ent - > movedir [ 0 ] ) ;
abs_movedir [ 1 ] = fabs ( ent - > movedir [ 1 ] ) ;
abs_movedir [ 2 ] = fabs ( ent - > movedir [ 2 ] ) ;
VectorSubtract ( ent - > r . maxs , ent - > r . mins , size ) ;
distance = abs_movedir [ 0 ] * size [ 0 ] + abs_movedir [ 1 ] * size [ 1 ] + abs_movedir [ 2 ] * size [ 2 ] - lip ;
VectorMA ( ent - > pos1 , distance , ent - > movedir , ent - > pos2 ) ;
if ( ent - > health ) {
// shootable button
ent - > takedamage = qtrue ;
} else {
// touchable button
ent - > touch = Touch_Button ;
}
InitMover ( ent ) ;
level . numBrushEnts + + ;
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
TRAIN
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
# define TRAIN_START_ON 1
# define TRAIN_TOGGLE 2
# define TRAIN_BLOCK_STOPS 4
/*
= = = = = = = = = = = = = = =
Think_BeginMoving
The wait time at a corner has completed , so start moving again
= = = = = = = = = = = = = = =
*/
void Think_BeginMoving ( gentity_t * ent ) {
ent - > s . pos . trTime = level . time ;
ent - > s . pos . trType = TR_LINEAR_STOP ;
}
/*
= = = = = = = = = = = = = = =
Reached_Train
= = = = = = = = = = = = = = =
*/
void Reached_Train ( gentity_t * ent ) {
gentity_t * next = NULL ;
float speed ;
vec3_t move ;
float length ;
// copy the apropriate values
if ( ent - > nextTrain )
next = ent - > nextTrain ;
if ( ! next | | ! next - > nextTrain ) {
return ; // just stop
}
# ifdef G_LUA
if ( ent - > luaTrigger )
{
LuaHook_G_EntityTrigger ( ent - > luaTrigger , ent - > s . number , - 1 ) ;
}
if ( next - > luaTrigger )
{
LuaHook_G_EntityTrigger ( next - > luaTrigger , next - > s . number , ent - > s . number ) ;
}
# endif
// fire all other targets
G_UseTargets ( next , NULL ) ;
// set the new trajectory
ent - > nextTrain = next - > nextTrain ;
VectorCopy ( next - > s . origin , ent - > pos1 ) ;
VectorCopy ( next - > nextTrain - > s . origin , ent - > pos2 ) ;
// if the path_corner has a speed, use that
if ( next - > speed ) {
speed = next - > speed ;
} else {
// otherwise use the train's speed
speed = ent - > speed ;
}
if ( speed < 1 ) {
speed = 1 ;
}
// calculate duration
VectorSubtract ( ent - > pos2 , ent - > pos1 , move ) ;
length = VectorLength ( move ) ;
ent - > s . pos . trDuration = length * 1000 / speed ;
// looping sound
ent - > s . loopSound = next - > soundLoop ;
// start it going
SetMoverState ( ent , MOVER_1TO2 , level . time ) ;
// if there is a "wait" value on the target, don't start moving yet
if ( next - > wait ) {
ent - > nextthink = level . time + next - > wait * 1000 ;
ent - > think = Think_BeginMoving ;
ent - > s . pos . trType = TR_STATIONARY ;
}
}
/*
= = = = = = = = = = = = = = =
Think_SetupTrainTargets
Link all the corners together
= = = = = = = = = = = = = = =
*/
void Think_SetupTrainTargets ( gentity_t * ent ) {
gentity_t * path = NULL , * next = NULL , * start = NULL ;
ent - > nextTrain = G_Find ( NULL , FOFS ( targetname ) , ent - > target ) ;
if ( ! ent - > nextTrain ) {
G_Printf ( " func_train at %s with an unfound target \n " ,
vtos ( ent - > r . absmin ) ) ;
return ;
}
start = NULL ;
for ( path = ent - > nextTrain ; path ! = start ; path = next ) {
if ( ! start ) {
start = path ;
}
if ( ! path - > target ) {
G_Printf ( " Train corner at %s without a target \n " ,
vtos ( path - > s . origin ) ) ;
return ;
}
// find a path_corner among the targets
// there may also be other targets that get fired when the corner
// is reached
next = NULL ;
do {
next = G_Find ( next , FOFS ( targetname ) , path - > target ) ;
if ( ! next ) {
G_Printf ( " Train corner at %s without a target path_corner \n " ,
vtos ( path - > s . origin ) ) ;
return ;
}
} while ( strcmp ( next - > classname , " path_corner " ) ) ;
path - > nextTrain = next ;
}
// start the train moving from the first corner
Reached_Train ( ent ) ;
}
/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8)
Train path corners .
Target : next path corner and other targets to fire
" speed " speed to move to the next corner
" wait " seconds to wait before behining move to next corner
*/
void SP_path_corner ( gentity_t * self ) {
if ( ! self - > targetname ) {
G_Printf ( " path_corner with no targetname at %s \n " , vtos ( self - > s . origin ) ) ;
G_FreeEntity ( self ) ;
return ;
}
// path corners don't need to be linked in
}
/*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS START_INVISIBLE
A train is a mover that moves between path_corner target points .
Trains MUST HAVE AN ORIGIN BRUSH .
The train spawns at the first target it is pointing at .
" model2 " . md3 model to also draw
" speed " default 100
" dmg " default 2
" noise " looping sound to play when the train is in motion
" target " next path corner
" color " constantLight color
" light " constantLight radius
" swapname " targetname for visiblility change
*/
void SP_func_train ( gentity_t * self ) {
VectorClear ( self - > s . angles ) ;
if ( self - > spawnflags & TRAIN_BLOCK_STOPS ) {
self - > damage = 0 ;
} else {
if ( ! self - > damage ) {
self - > damage = 2 ;
}
}
if ( ! self - > speed ) {
self - > speed = 100 ;
}
if ( ! self - > target ) {
G_Printf ( " func_train without a target at %s \n " , vtos ( self - > r . absmin ) ) ;
G_FreeEntity ( self ) ;
return ;
}
trap_SetBrushModel ( self , self - > model ) ;
InitMover ( self ) ;
if ( self - > spawnflags & 8 ) {
self - > s . solid = 0 ;
self - > r . contents = 0 ;
self - > clipmask = 0 ;
self - > r . svFlags | = SVF_NOCLIENT ;
self - > s . eFlags | = EF_NODRAW ;
self - > count = 0 ;
} else
self - > count = 1 ;
self - > reached = Reached_Train ;
// start trains on the second frame, to make sure their targets have had
// a chance to spawn
self - > nextthink = level . time + FRAMETIME ;
self - > think = Think_SetupTrainTargets ;
level . numBrushEnts + + ;
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
STATIC
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
/*QUAKED func_static (0 .5 .8) ?
A bmodel that just sits there , doing nothing . Can be used for conditional walls and models .
" model2 " . md3 model to also draw
" color " constantLight color
" light " constantLight radius
*/
void SP_func_static ( gentity_t * ent ) {
trap_SetBrushModel ( ent , ent - > model ) ;
G_SetOrigin ( ent , ent - > s . origin ) ;
G_SetAngles ( ent , ent - > s . angles ) ;
VectorCopy ( ent - > s . origin , ent - > pos1 ) ;
InitMover ( ent ) ;
VectorCopy ( ent - > s . origin , ent - > s . pos . trBase ) ;
VectorCopy ( ent - > s . origin , ent - > r . currentOrigin ) ;
level . numBrushEnts + + ;
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
FORCE FIELD
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
extern gentity_t * G_TestEntityPosition ( gentity_t * ent ) ;
void forcefield_use ( gentity_t * ent , gentity_t * other , gentity_t * activator ) ;
void forcefield_think ( gentity_t * ent ) ;
void FieldReturnSolid ( gentity_t * ent )
{
//once a frame, see if it's clear.
ent - > clipmask = CONTENTS_BODY ;
if ( G_TestEntityPosition ( ent ) = = NULL )
{
trap_SetBrushModel ( ent , ent - > model ) ;
InitMover ( ent ) ;
VectorCopy ( ent - > s . origin , ent - > s . pos . trBase ) ;
VectorCopy ( ent - > s . origin , ent - > r . currentOrigin ) ;
ent - > r . svFlags & = ~ SVF_NOCLIENT ;
ent - > s . eFlags & = ~ EF_NODRAW ;
ent - > use = forcefield_use ;
ent - > clipmask = 0 ;
ent - > r . contents = CONTENTS_SOLID ;
/*
if ( ent - > s . eFlags & EF_ANIM_ONCE )
{ //Start our anim
ent - > s . frame = 0 ;
}
*/
ent - > nextthink = level . time + ent - > waterlevel ;
ent - > think = forcefield_think ;
G_AddEvent ( ent , EV_GENERAL_SOUND , ent - > sound1to2 ) ;
if ( ! ( ent - > spawnflags & 1 ) )
{ //START_OFF doesn't effect area portals
trap_AdjustAreaPortalState ( ent , qfalse ) ;
}
}
else
{
ent - > clipmask = 0 ;
ent - > think = FieldReturnSolid ;
ent - > nextthink = level . time + FRAMETIME ;
}
}
// Turn the shield off to allow a friend to pass through.
static void FieldGoNotSolid ( gentity_t * self )
{
// make the shield non-solid very briefly
self - > r . contents = CONTENTS_NONE ;
self - > s . eFlags & = ~ EF_NODRAW ; //Commenting this should make it look like the player passes through..
// nextthink needs to have a large enough interval to avoid excess accumulation of Activate messages
self - > nextthink = level . time + 200 ;
self - > think = FieldReturnSolid ;
//TiM - Make the field visible
self - > r . svFlags & = ~ SVF_NOCLIENT ;
trap_LinkEntity ( self ) ;
// Play raising sound...
G_AddEvent ( self , EV_GENERAL_SOUND , self - > soundPos1 ) ;
}
void forcefield_think ( gentity_t * ent )
{
ent - > r . svFlags | = SVF_NOCLIENT ;
ent - > s . eFlags | = EF_NODRAW ;
ent - > nextthink = 0 ;
if ( ! ent - > count )
{
G_AddEvent ( ent , EV_GENERAL_SOUND , ent - > soundLoop ) ;
}
}
static void forcefield_pain ( gentity_t * ent , gentity_t * attacker , int damage )
{
int i ;
if ( ! ent - > timestamp )
return ;
# ifdef G_LUA
if ( ent - > luaHurt )
LuaHook_G_EntityHurt ( ent - > luaHurt , ent - g_entities , attacker - g_entities , attacker - g_entities ) ;
# endif
ent - > r . svFlags & = ~ SVF_NOCLIENT ;
ent - > s . eFlags & = ~ EF_NODRAW ;
ent - > nextthink = level . time + ent - > old_health ;
ent - > think = forcefield_think ;
if ( ent - > yellowsound ) { // fire hittargets
for ( i = 0 ; i < MAX_GENTITIES ; i + + ) {
if ( ! Q_stricmp ( ent - > yellowsound , g_entities [ i ] . targetname ) )
g_entities [ i ] . use ( & g_entities [ i ] , NULL , ent ) ;
}
}
G_AddEvent ( ent , EV_GENERAL_SOUND , ent - > sound2to1 ) ;
}
static void forcefield_deactivate ( gentity_t * ent )
{
ent - > s . solid = 0 ;
ent - > r . contents = 0 ;
ent - > clipmask = 0 ;
ent - > r . svFlags | = SVF_NOCLIENT ;
ent - > s . eFlags | = EF_NODRAW ;
ent - > think = 0 /*NULL*/ ;
ent - > nextthink = - 1 ;
if ( ! ( ent - > spawnflags & 1 ) )
{ //START_OFF doesn't effect area portals
trap_AdjustAreaPortalState ( ent , qtrue ) ;
}
}
void forcefield_use ( gentity_t * ent , gentity_t * other , gentity_t * activator )
{
if ( ! ent - > timestamp )
{ //become solid again
ent - > timestamp = 1 ;
FieldReturnSolid ( ent ) ;
//use targets
if ( ent - > target & & ent - > target [ 0 ] )
{
G_UseTargets ( ent , activator ) ;
}
}
else //deactivate field
{
G_AddEvent ( ent , EV_GENERAL_SOUND , ent - > soundPos1 ) ;
//use targets
if ( ent - > target & & ent - > target [ 0 ] )
{
G_UseTargets ( ent , activator ) ;
}
ent - > timestamp = 0 ;
ent - > r . svFlags & = ~ SVF_NOCLIENT ;
ent - > s . eFlags & = ~ EF_NODRAW ;
ent - > think = forcefield_deactivate ;
ent - > nextthink = level . time + ent - > waterlevel ;
}
}
static void forcefield_touch ( gentity_t * ent , gentity_t * other , trace_t * trace )
{
if ( ! other - > client | | ! ent - > timestamp )
return ;
# ifdef G_LUA
if ( ent - > luaTrigger )
LuaHook_G_EntityTrigger ( ent - > luaTrigger , ent - g_entities , other - g_entities ) ;
# endif
ent - > r . svFlags & = ~ SVF_NOCLIENT ;
ent - > s . eFlags & = ~ EF_NODRAW ;
2011-06-09 11:31:41 +00:00
if ( ( ( ent - > spawnflags & 4 ) & & IsAdmin ( other ) ) | |
( ( rpg_borgAdapt . integer & & rpg_borgMoveThroughFields . integer & & IsBorg ( other ) & & ! ( ent - > spawnflags & 256 ) ) ) )
2011-06-01 12:20:56 +00:00
{
FieldGoNotSolid ( ent ) ;
}
else
{ //throw the player back
if ( other - > client - > ps . pm_type ! = PM_NOCLIP & & ent - > count )
{
vec3_t org ;
vec3_t dir ;
VectorAverage ( ent - > r . mins , ent - > r . maxs , org ) ;
trap_Trace ( trace , other - > client - > ps . origin , NULL , NULL , org , other - > client - > ps . clientNum , MASK_SOLID ) ;
VectorCopy ( trace - > plane . normal , dir ) ;
VectorScale ( dir , ent - > count , dir ) ;
//Copy it straight to our velocity (this will mean the player will literally be thrown back)
VectorCopy ( dir , other - > client - > ps . velocity ) ;
other - > client - > ps . pm_time = 160 ; // hold time
other - > client - > ps . pm_flags | = PMF_TIME_KNOCKBACK ;
G_AddEvent ( ent , EV_GENERAL_SOUND , ent - > soundLoop ) ;
}
if ( ent - > damage )
{
G_Damage ( other , ent , ent , NULL , NULL , ent - > damage , 0 , MOD_FORCEFIELD ) ;
}
ent - > nextthink = level . time + ent - > soundPos2 ;
ent - > think = forcefield_think ;
}
}
# define SF_USEABLE (1<<0)
/*QUAKED func_forcefield (0 .5 .8) ? STARTOFF DONTTOGGLE ADMINS AUTOANIM x x x x NO_BORG
A brush that remains invisible until it is contacted by a player , where it temporarily
becomes visible
STARTOFF - Spawns in an off state , and must be used to be activated
DONTTOGGLE - This entity cannot be used to be switched on and off ( ie always on )
ADMINS - Players in admin classes can move through the field
AUTOANIM - If a model is spawned with it , it will animate at 10F PS repeatedly
NO_BORG - If set , borg can ' t move through
" flareWait " How long the forcefield remains visible after the player contacts it ( milliseconds ) ( default 150 )
" activateWait " How long the forcefield remains visible after activation / deactivation ( default 500 )
" damageWait " How long the forecefield remains visible after it has been shot ( default 400 )
" kickback " How far the player gets pushed back when they touch the forcefield ( default 50 )
" damage " Damage sustained when the player touches the field ( default 0 )
" target " Will fire this target every time it is toggled
" model2 " . md3 model to also draw
" color " constantLight color
" light " constantLight radius
" activateSnd " sound file to play when the field is activated
" damageSnd " sound to play when the field is shot
" touchSnd " sound to play if the field is contacted by a player .
" deactivateSnd " sound to play when the field is turned off
" hittarget " target to fire when hit
*/
void SP_func_forcefield ( gentity_t * ent )
{
char * activate , * damage , * touch , * deactivate , * temp ;
// timestamp keeps track of whether the field is on or off
ent - > timestamp = 1 ;
trap_SetBrushModel ( ent , ent - > model ) ;
InitMover ( ent ) ;
VectorCopy ( ent - > s . origin , ent - > s . pos . trBase ) ;
VectorCopy ( ent - > s . origin , ent - > r . currentOrigin ) ;
G_SpawnString ( " activateSnd " , " sound/movers/forcefield/forcefieldon.wav " , & activate ) ;
G_SpawnString ( " damageSnd " , " sound/ambience/spark5.wav " , & damage ) ;
G_SpawnString ( " touchSnd " , " sound/movers/forcefield/forcefieldtouch.wav " , & touch ) ;
G_SpawnString ( " deactivateSnd " , " sound/movers/forcefield/forcefieldoff.wav " , & deactivate ) ;
if ( G_SpawnString ( " hittarget " , " " , & temp ) )
ent - > yellowsound = G_NewString ( temp ) ;
G_SpawnInt ( " kickback " , " 50 " , & ent - > count ) ;
G_SpawnInt ( " damage " , " 0 " , & ent - > damage ) ;
ent - > sound1to2 = G_SoundIndex ( activate ) ;
ent - > sound2to1 = G_SoundIndex ( damage ) ;
ent - > soundLoop = G_SoundIndex ( touch ) ;
ent - > soundPos1 = G_SoundIndex ( deactivate ) ;
G_SpawnInt ( " flareWait " , " 150 " , & ent - > soundPos2 ) ;
G_SpawnInt ( " activateWait " , " 500 " , & ent - > waterlevel ) ;
G_SpawnInt ( " damageWait " , " 400 " , & ent - > old_health ) ;
// remember our initial position
VectorCopy ( ent - > s . origin , ent - > pos1 ) ;
ent - > r . svFlags | = SVF_NOCLIENT ;
ent - > s . eFlags | = EF_NODRAW ;
if ( ent - > spawnflags & 1 & & ! ( ent - > spawnflags & 2 ) )
{
ent - > s . solid = 0 ;
ent - > r . contents = 0 ;
ent - > clipmask = 0 ;
ent - > timestamp = 0 ;
}
if ( ent - > spawnflags & 8 )
{
ent - > s . eFlags | = EF_ANIM_ALLFAST ;
}
if ( ! ( ent - > spawnflags & 2 ) )
ent - > use = forcefield_use ;
ent - > pain = forcefield_pain ;
ent - > touch = forcefield_touch ;
ent - > takedamage = qtrue ;
ent - > health = - 1 ;
ent - > think = forcefield_think ;
ent - > nextthink = level . time + 1000 ;
trap_LinkEntity ( ent ) ;
level . numBrushEnts + + ;
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
ROTATING
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
/*QUAKED func_rotating (0 .5 .8) ? START_ON x X_AXIS Y_AXIS x INVISIBLE IGNORE
You need to have an origin brush as part of this entity . The center of that brush will be
the point around which it is rotated . It will rotate around the Z axis by default . You can
check either the X_AXIS or Y_AXIS box to change that .
" model2 " . md3 model to also draw
" speed " determines how fast it moves ; default value is 100.
" dmg " damage to inflict when blocked ( 2 default )
" color " constantLight color
" light " constantLight radius
" swapname " visibility swap ( activator needs NO_ACTIVATOR / SELF )
" pos1 " Angles to end up at in addition to current angles - pitch yaw and roll . Eg : 0 90 45
*/
//RPG-X Use Function
void func_rotating_use ( gentity_t * ent , gentity_t * other , gentity_t * activator )
{
if ( ! Q_stricmp ( ent - > swapname , activator - > target ) ) {
if ( ent - > count = = 1 ) {
ent - > s . apos . trType = TR_LINEAR_STOP ;
ent - > s . solid = 0 ;
ent - > r . contents = 0 ;
ent - > clipmask = 0 ;
ent - > r . svFlags | = SVF_NOCLIENT ;
ent - > s . eFlags | = EF_NODRAW ;
ent - > count = 0 ;
} else {
ent - > clipmask = CONTENTS_BODY ;
trap_SetBrushModel ( ent , ent - > model ) ;
//VectorCopy( ent->s.origin, ent->s.pos.trBase );
//VectorCopy( ent->s.origin, ent->r.currentOrigin );
ent - > r . svFlags & = ~ SVF_NOCLIENT ;
ent - > s . eFlags & = ~ EF_NODRAW ;
ent - > clipmask = 0 ;
ent - > count = 1 ;
ent - > s . apos . trType = TR_LINEAR ;
}
} else {
ent - > distance /*ent->stopAt*/ = level . time + ( ent - > wait * 1000 ) ;
}
}
void SP_func_rotating ( gentity_t * ent ) {
float speed ;
if ( ! ent - > speed ) {
ent - > speed = 100 ;
}
if ( ! ent - > distance /*!ent->stopAt*/ ) {
//ent->stopAt = 0;
ent - > distance = 0 ;
}
//ent->use = func_rotating_use; //RPG-X | GSIO01 --- weren't you aware that InitMover sets the use func to Use_BinaryMover Phenix??
if ( ! ent - > booleanstate )
{
ent - > booleanstate = qfalse ;
}
//RPG-X: Phenix - If this is not toggled (as in no target name set) then just do orignal crap
if ( ! ent - > targetname | | ( ent - > spawnflags & 64 ) ) {
// set the axis of rotation
ent - > s . apos . trType = TR_LINEAR ;
if ( ent - > spawnflags & 4 ) {
ent - > s . apos . trDelta [ 2 ] = ent - > speed ;
} else if ( ent - > spawnflags & 8 ) {
ent - > s . apos . trDelta [ 0 ] = ent - > speed ;
} else {
ent - > s . apos . trDelta [ 1 ] = ent - > speed ;
}
if ( ! ent - > damage ) {
ent - > damage = 2 ;
}
trap_SetBrushModel ( ent , ent - > model ) ;
InitMover ( ent ) ;
VectorCopy ( ent - > s . origin , ent - > s . pos . trBase ) ;
VectorCopy ( ent - > s . pos . trBase , ent - > r . currentOrigin ) ;
VectorCopy ( ent - > s . apos . trBase , ent - > r . currentAngles ) ;
} else {
//Its a toggle rotating thingy
if ( ! ent - > wait ) {
Com_Printf ( " Toggle Func_Rotating without wait \n " ) ;
//trap_UnlinkEntity( ent );
return ;
}
if ( ( ent - > distance /*stopAt*/ > level . time ) & & ( ent - > distance /*stopAt*/ ! = 0 ) ) {
//Are we going back?
if ( ent - > booleanstate = = qtrue ) //J2J to Phenix: you were seeing if ent->booleanstate = qtrue (which would allways be true), you need two equals to compare (==), corrrected for you.
{
speed = - ( ent - > speed ) ;
} else {
speed = ent - > speed ;
}
// set the axis of rotation
ent - > s . apos . trType = TR_LINEAR ;
if ( ent - > spawnflags & 4 ) {
ent - > s . apos . trDelta [ 2 ] = speed ;
} else if ( ent - > spawnflags & 8 ) {
ent - > s . apos . trDelta [ 0 ] = speed ;
} else {
ent - > s . apos . trDelta [ 1 ] = speed ;
}
if ( ! ent - > damage ) {
ent - > damage = 2 ;
}
trap_SetBrushModel ( ent , ent - > model ) ;
InitMover ( ent ) ;
VectorCopy ( ent - > s . origin , ent - > s . pos . trBase ) ;
VectorCopy ( ent - > s . pos . trBase , ent - > r . currentOrigin ) ;
VectorCopy ( ent - > s . apos . trBase , ent - > r . currentAngles ) ;
} else if ( ent - > distance /*stopAt*/ ! = 0 ) {
if ( ent - > booleanstate = = qtrue ) {
ent - > booleanstate = qfalse ;
} else {
ent - > booleanstate = qtrue ;
}
//ent->stopAt = 0;
ent - > distance = 0 ;
}
}
trap_LinkEntity ( ent ) ;
if ( ent - > spawnflags & 32 ) {
ent - > s . solid = 0 ;
ent - > r . contents = 0 ;
ent - > clipmask = 0 ;
ent - > r . svFlags | = SVF_NOCLIENT ;
ent - > s . eFlags | = EF_NODRAW ;
ent - > count = 0 ;
} else
ent - > count = 1 ;
ent - > use = func_rotating_use ;
level . numBrushEnts + + ;
}
/*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN CRUSHER REVERSE X_AXIS Y_AXIS LOCKED ADMIN_ONLY CORRIDOR
This is the rotating door . . . just as the name suggests it ' s a door that rotates
START_OPEN the door to moves to its destination when spawned , and operate in reverse .
REVERSE if you want the door to open in the other direction , use this switch .
TOGGLE wait in both the start and end states for a trigger event .
X_AXIS open on the X - axis instead of the Z - axis
Y_AXIS open on the Y - axis instead of the Z - axis
You need to have an origin brush as part of this entity . The center of that brush will be
the point around which it is rotated . It will rotate around the Z axis by default . You can
check either the X_AXIS or Y_AXIS box to change that .
" model2 " . md3 model to also draw
" distance " how many degrees the door will open
" speed " how fast the door will open ( degrees / second )
" color " constantLight color
" light " constantLight radius
" targetname " door can only open / close when used by anonther entity
" targetname2 " for target_doorlock
" soundstart " sound played when start moving
" soundstop " sound played when stop moving
" soundlocked " sound played when locked
*/
void SP_func_door_rotating ( gentity_t * ent ) {
//RPG-X | GSIO01 | 08/05/2009: copy and past job???
//ent->sound1to2 = ent->sound2to1 = G_SoundIndex("sound/movers/doors/dr1_strt.wav");
//ent->soundPos1 = ent->soundPos2 = G_SoundIndex("sound/movers/doors/dr1_end.wav");
//RPG-X | GSIO01 | 08/05/2009: ok lets use sounds that really work
char * sound ;
G_SpawnString ( " soundstart " , " sound/movers/doors/largedoorstart.wav " , & sound ) ;
ent - > sound1to2 = ent - > sound2to1 = G_SoundIndex ( sound ) ;
G_SpawnString ( " soundstop " , " sound/movers/doors/largedoorstop.wav " , & sound ) ;
ent - > soundPos1 = ent - > soundPos2 = G_SoundIndex ( sound ) ;
G_SpawnString ( " soundlocked " , " sound/ambience/voyager/doorchime.mp3 " , & sound ) ;
/*ent->soundLocked*/ ent - > n00bCount = G_SoundIndex ( sound ) ;
ent - > blocked = Blocked_Door ;
//RPG-X | GSIO01 | 08/05/2009:
if ( ent - > spawnflags & 32 )
ent - > flags ^ = FL_LOCKED ;
// default speed of 120
if ( ! ent - > speed )
ent - > speed = 120 ;
// if speed is negative, positize it and add reverse flag
if ( ent - > speed < 0 ) {
ent - > speed * = - 1 ;
ent - > spawnflags | = 8 ;
}
// default of 2 seconds
if ( ! ent - > wait )
ent - > wait = 2 ;
ent - > wait * = 1000 ;
// set the axis of rotation
VectorClear ( ent - > movedir ) ;
VectorClear ( ent - > s . angles ) ;
if ( ent - > spawnflags & 8 ) {
ent - > movedir [ 2 ] = 1.0 ;
} else if ( ent - > spawnflags & 16 ) {
ent - > movedir [ 0 ] = 1.0 ;
} else {
ent - > movedir [ 1 ] = 1.0 ;
}
// reverse direction if necessary
if ( ent - > spawnflags & 4 )
VectorNegate ( ent - > movedir , ent - > movedir ) ;
// default distance of 90 degrees. This is something the mapper should not
// leave out, so we'll tell him if he does.
if ( ! ent - > distance ) {
G_Printf ( " %s at %s with no distance set. \n " ,
ent - > classname , vtos ( ent - > s . origin ) ) ;
ent - > distance = 90.0 ;
}
VectorCopy ( ent - > s . angles , ent - > pos1 ) ;
trap_SetBrushModel ( ent , ent - > model ) ;
VectorMA ( ent - > pos1 , ent - > distance , ent - > movedir , ent - > pos2 ) ;
// if "start_open", reverse position 1 and 2
if ( ent - > spawnflags & 1 ) {
vec3_t temp ;
VectorCopy ( ent - > pos2 , temp ) ;
VectorCopy ( ent - > s . angles , ent - > pos2 ) ;
VectorCopy ( temp , ent - > pos1 ) ;
VectorNegate ( ent - > movedir , ent - > movedir ) ;
}
// set origin
VectorCopy ( ent - > s . origin , ent - > s . pos . trBase ) ;
VectorCopy ( ent - > s . pos . trBase , ent - > r . currentOrigin ) ;
InitRotator ( ent ) ;
ent - > nextthink = level . time + FRAMETIME ;
if ( ! ( ent - > flags & FL_TEAMSLAVE ) ) {
int health ;
G_SpawnInt ( " health " , " 0 " , & health ) ;
if ( health ) {
ent - > takedamage = qtrue ;
}
if ( ent - > targetname | | health ) {
// non touch/shoot doors
ent - > think = Think_MatchTeam ;
} else {
ent - > think = Think_SpawnNewDoorTrigger ;
}
}
if ( ! ( ent - > flags & FL_TEAMSLAVE ) )
DoorGetMessage ( ent ) ;
level . numBrushEnts + + ;
}
/* RAVENS FUNC_DOOR_ROTATING
QUAK - ED func_door_rotating ( 0 .5 .8 ) ? START_OPEN x CRUSHER TREK_DOOR FACE
You need to have an origin brush as part of this entity . The center of that brush will be the point around which it is rotated .
Each time it ' s used , this will rotate back and forth between its original position and the added angles you set .
START_OPEN the door to moves to its destination when spawned , and operate in reverse . It is used to temporarily or permanently close off an area when triggered ( not useful for touch or takedamage doors ) .
x
CRUSHER door will crush
TREK_DOOR if set this door will have a reduced auto trigger volume
FACE if set , this door requires you to be facing it before the trigger will fire
" model2 " . md3 model to also draw
" angle " determines the opening direction
" targetname " if set , no touch field will be spawned and a remote button or trigger field activates the door .
" speed " movement speed ( 100 default )
" wait " wait before returning ( 3 default , - 1 = never return )
" lip " lip remaining at end of move ( 8 default )
" dmg " damage to inflict when blocked ( 2 default )
" color " constantLight color
" light " constantLight radius
" health " if set , the door must be shot open
" apos2 " Angles to end up at in addition to current angles - pitch yaw and roll . Eg : 0 90 45
void SP_func_door_rotating ( gentity_t * ent ) {
int i ;
SP_func_door ( ent ) ;
for ( i = 0 ; i < 3 ; i + + )
{
ent - > apos1 [ i ] = ent - > s . apos . trBase [ i ] ;
ent - > apos2 [ i ] + = ent - > apos1 [ i ] ;
}
VectorCopy ( ent - > s . apos . trBase , ent - > r . currentAngles ) ;
} */
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
BOBBING
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
/*QUAKED func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS
Normally bobs on the Z axis
" model2 " . md3 model to also draw
" height " amplitude of bob ( 32 default )
" speed " seconds to complete a bob cycle ( 4 default )
" phase " the 0.0 to 1.0 offset in the cycle to start at
" dmg " damage to inflict when blocked ( 2 default )
" color " constantLight color
" light " constantLight radius
*/
void SP_func_bobbing ( gentity_t * ent ) {
float height ;
float phase ;
//G_SpawnFloat( "speed", "4", &ent->speed ); // lol? isn'T speed a part of fields? GSIO
//G_SpawnInt( "dmg", "2", &ent->damage ); // same as speed - GSIO
if ( ! ent - > tmpEntity ) { // only do this if this is not done by spawn file
G_SpawnFloat ( " height " , " 32 " , & height ) ;
G_SpawnFloat ( " phase " , " 0 " , & phase ) ;
} else { // spawn file!
height = ent - > distance ;
ent - > distance = 0 ;
phase = ent - > wait ;
ent - > wait = 0 ;
}
trap_SetBrushModel ( ent , ent - > model ) ;
InitMover ( ent ) ;
VectorCopy ( ent - > s . origin , ent - > s . pos . trBase ) ;
VectorCopy ( ent - > s . origin , ent - > r . currentOrigin ) ;
ent - > s . pos . trDuration = ent - > speed * 1000 ;
ent - > s . pos . trTime = ent - > s . pos . trDuration * phase ;
ent - > s . pos . trType = TR_SINE ;
// set the axis of bobbing
if ( ent - > spawnflags & 1 ) {
ent - > s . pos . trDelta [ 0 ] = height ;
} else if ( ent - > spawnflags & 2 ) {
ent - > s . pos . trDelta [ 1 ] = height ;
} else {
ent - > s . pos . trDelta [ 2 ] = height ;
}
level . numBrushEnts + + ;
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
PENDULUM
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
/*QUAKED func_pendulum (0 .5 .8) ?
You need to have an origin brush as part of this entity .
Pendulums always swing north / south on unrotated models . Add an angles field to the model to allow rotation in other directions .
Pendulum frequency is a physical constant based on the length of the beam and gravity .
" model2 " . md3 model to also draw
" speed " the number of degrees each way the pendulum swings , ( 30 default )
" phase " the 0.0 to 1.0 offset in the cycle to start at
" dmg " damage to inflict when blocked ( 2 default )
" color " constantLight color
" light " constantLight radius
*/
void SP_func_pendulum ( gentity_t * ent ) {
float freq ;
float length ;
float phase ;
float speed ;
G_SpawnFloat ( " speed " , " 30 " , & speed ) ;
G_SpawnInt ( " dmg " , " 2 " , & ent - > damage ) ;
G_SpawnFloat ( " phase " , " 0 " , & phase ) ;
trap_SetBrushModel ( ent , ent - > model ) ;
// find pendulum length
length = fabs ( ent - > r . mins [ 2 ] ) ;
if ( length < 8 ) {
length = 8 ;
}
freq = 1 / ( M_PI * 2 ) * sqrt ( g_gravity . value / ( 3 * length ) ) ;
ent - > s . pos . trDuration = ( 1000 / freq ) ;
InitMover ( ent ) ;
VectorCopy ( ent - > s . origin , ent - > s . pos . trBase ) ;
VectorCopy ( ent - > s . origin , ent - > r . currentOrigin ) ;
VectorCopy ( ent - > s . angles , ent - > s . apos . trBase ) ;
ent - > s . apos . trDuration = 1000 / freq ;
ent - > s . apos . trTime = ent - > s . apos . trDuration * phase ;
ent - > s . apos . trType = TR_SINE ;
ent - > s . apos . trDelta [ 2 ] = speed ;
level . numBrushEnts + + ;
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
LIGHTING CHANGE - - - sort of : D
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
/*QUAKED func_brushmodel (0 .5 .8) ?
A brushmodel .
For use with func_lightchange .
Must have an origin brush .
*/
void SP_func_brushmodel ( gentity_t * ent ) {
trap_SetBrushModel ( ent , ent - > model ) ;
ent - > s . eType = ET_MOVER ;
ent - > s . pos . trType = TR_STATIONARY ;
trap_LinkEntity ( ent ) ;
level . numBrushEnts + + ;
}
/*QUAKED func_lightchange (0 .5 .8) ?
Can be used for " toggling " light on / off .
Must target a func_brushmodel .
Must have an origin brush .
*/
void func_lightchange_use ( gentity_t * ent , gentity_t * other , gentity_t * activator ) {
char * oldModel ;
ent - > activator = activator ;
oldModel = ent - > model ;
ent - > model = ent - > model2 ;
ent - > model2 = oldModel ;
trap_SetBrushModel ( ent , ent - > model ) ;
}
void func_lightchange_setup ( gentity_t * ent ) {
gentity_t * bmodel ;
bmodel = G_Find ( NULL , FOFS ( targetname ) , ent - > target ) ;
if ( ! bmodel ) {
G_Printf ( S_COLOR_RED " func_lightchange with unfound target %s at %s! \n " , ent - > target , vtos ( ent - > s . origin ) ) ;
G_FreeEntity ( ent ) ;
return ;
}
if ( Q_stricmp ( bmodel - > classname , " func_brushmodel " ) ) {
G_Printf ( S_COLOR_RED " func_lightchange with invalid target entity of class %s at %s! \n " , bmodel - > classname , vtos ( ent - > s . origin ) ) ;
G_FreeEntity ( ent ) ;
return ;
}
G_SetOrigin ( bmodel , ent - > s . origin ) ;
bmodel - > r . svFlags = SVF_NOCLIENT ;
bmodel - > s . eFlags = EF_NODRAW ;
trap_LinkEntity ( bmodel ) ;
ent - > model2 = bmodel - > model ;
G_FreeEntity ( bmodel ) ;
trap_LinkEntity ( ent ) ;
ent - > think = 0 ;
ent - > nextthink = - 1 ;
ent - > use = func_lightchange_use ;
}
void SP_func_lightchange ( gentity_t * ent ) {
if ( ! ent - > target ) {
G_Printf ( S_COLOR_RED " func_lightchange without target at %s! \n " , vtos ( ent - > s . origin ) ) ;
G_FreeEntity ( ent ) ;
return ;
}
trap_SetBrushModel ( ent , ent - > model ) ;
ent - > s . eType = ET_MOVER ;
ent - > s . pos . trType = TR_STATIONARY ;
trap_LinkEntity ( ent ) ;
ent - > think = func_lightchange_setup ;
ent - > nextthink = level . time + FRAMETIME ;
level . numBrushEnts + + ;
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
TARGET MOVER
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
/*QUAKED func_targetmover (0 .5 .8) ? START_OPEN
This work similar to an func_door but will move between the entities origin and an target origin .
Added for enhanced SP level support , that ' s why it is a quite basic entity .
" target " info_notnull , where to move
" wait " time beforce returning , - 1 = toggle
" speed " speed to move with ( default : 200 )
*/
void func_targetmover_link ( gentity_t * ent ) {
gentity_t * target ; //, *temp;
target = G_Find ( NULL , FOFS ( targetname ) , ent - > target ) ;
if ( ! target ) {
G_Printf ( S_COLOR_RED " func_targetmover with unfound target %s at %s! \n " , ent - > target , vtos ( ent - > s . origin ) ) ;
G_FreeEntity ( ent ) ;
return ;
}
VectorCopy ( target - > s . origin , ent - > pos2 ) ;
// if "start_open", reverse position 1 and 2
if ( ent - > spawnflags & 1 ) {
vec3_t temp ;
VectorCopy ( ent - > pos2 , temp ) ;
VectorCopy ( ent - > s . origin , ent - > pos2 ) ;
VectorCopy ( temp , ent - > pos1 ) ;
}
InitMover ( ent ) ;
ent - > nextthink = level . time + FRAMETIME ;
if ( ! ( ent - > flags & FL_TEAMSLAVE ) ) {
int health ;
G_SpawnInt ( " health " , " 0 " , & health ) ;
if ( health ) {
ent - > takedamage = qtrue ;
}
if ( ent - > targetname | | health ) {
// non touch/shoot doors
ent - > think = Think_MatchTeam ;
} else {
ent - > think = Think_SpawnNewDoorTrigger ;
}
}
}
void SP_func_targetmover ( gentity_t * ent ) {
//vec3_t abs_movedir;
//float distance;
//vec3_t size;
//float lip;
char * sound ;
//gentity_t *other;
//vec3_t mins, maxs;
//qboolean liftDoor=qfalse;
if ( ! ent - > target ) {
G_Printf ( S_COLOR_RED " func_targetmover without target at %s! \n " , vtos ( ent - > s . origin ) ) ;
G_FreeEntity ( ent ) ;
return ;
}
G_SpawnString ( " soundstart " , " sound/movers/doors/largedoorstart.wav " , & sound ) ;
ent - > sound1to2 = ent - > sound2to1 = G_SoundIndex ( sound ) ;
G_SpawnString ( " soundstop " , " sound/movers/doors/largedoorstop.wav " , & sound ) ;
ent - > soundPos1 = ent - > soundPos2 = G_SoundIndex ( sound ) ;
G_SpawnString ( " soundlocked " , " sound/ambience/voyager/doorchime.mp3 " , & sound ) ;
/*ent->soundLocked*/ ent - > n00bCount = G_SoundIndex ( sound ) ;
ent - > blocked = Blocked_Door ;
// default speed of 400
if ( ! ent - > speed )
ent - > speed = 200 ;
// default wait of 2 seconds
if ( ! ent - > wait )
ent - > wait = 2 ;
ent - > wait * = 1000 ;
// first position at start
VectorCopy ( ent - > s . origin , ent - > pos1 ) ;
// calculate second position
trap_SetBrushModel ( ent , ent - > model ) ;
ent - > think = func_targetmover_link ;
ent - > nextthink = level . time + 500 ;
level . numBrushEnts + + ;
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
ADVANCED MOVER
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
void Move_AdvancedMover ( gentity_t * ent ) {
Use_BinaryMover ( ent , NULL , ent - > activator ) ;
}
void Reached_AdvancedMover ( gentity_t * ent ) {
gentity_t * temp , * old ;
vec3_t t , move ;
float distance ;
qboolean bypass = qfalse ;
gentity_t * touched = ent - > touched ;
# ifdef G_LUA
if ( ent - > luaTrigger )
{
LuaHook_G_EntityTrigger ( ent - > luaTrigger , ent - > s . number , - 1 ) ;
}
# endif
ent - > s . loopSound = ent - > soundLoop ;
G_Printf ( S_COLOR_RED " DEBUG: ent->apos1: %s, ent->apos2: %s \n " , vtos ( ent - > apos1 ) , vtos ( ent - > apos2 ) ) ;
if ( ent - > moverState = = MOVER_1TO2 ) {
SetMoverState ( ent , MOVER_POS2 , level . time ) ;
if ( ent - > soundPos2 )
G_AddEvent ( ent , EV_GENERAL_SOUND , ent - > soundPos2 ) ;
if ( ! touched - > target )
ent - > damage = 0 ;
if ( ! touched - > targetname2 & & ! ( ent - > spawnflags & 1 ) )
ent - > damage = 1 ;
2011-06-09 11:31:41 +00:00
if ( ( ! touched - > target & & touched - > angle ) | | ( ! touched - > targetname2 & & ! ( ent - > spawnflags & 1 ) & & touched - > angle ) )
2011-06-01 12:20:56 +00:00
bypass = qtrue ;
if ( touched - > wait < 0 ) {
ent - > nextthink = - 1 ; // wait here until used again
ent - > use = Use_BinaryMover ;
if ( ent - > damage ) {
temp = G_Find ( NULL , FOFS ( targetname ) , touched - > target ) ;
if ( ! temp ) {
G_FreeEntity ( ent ) ;
return ;
}
VectorCopy ( touched - > s . origin , ent - > pos1 ) ;
VectorCopy ( temp - > s . origin , ent - > pos2 ) ;
old = touched ;
touched = temp ;
ent - > moverState = MOVER_POS1 ;
// if new target has angles copy them for angular movement
if ( touched - > angle & & ! bypass ) {
VectorCopy ( ent - > apos2 , ent - > apos1 ) ;
VectorCopy ( touched - > s . angles , ent - > apos2 ) ;
} else if ( old - > angle & & bypass ) {
VectorCopy ( ent - > apos2 , ent - > apos1 ) ;
VectorCopy ( old - > s . angles , ent - > apos2 ) ;
}
} else {
temp = G_Find ( NULL , FOFS ( targetname ) , touched - > targetname2 ) ;
if ( ! temp ) {
G_FreeEntity ( ent ) ;
return ;
}
VectorCopy ( touched - > s . origin , ent - > pos2 ) ;
VectorCopy ( temp - > s . origin , ent - > pos1 ) ;
old = touched ;
touched = temp ;
ent - > moverState = MOVER_POS1 ;
if ( touched - > angle & & ! bypass ) {
VectorCopy ( ent - > apos2 , ent - > apos1 ) ;
VectorCopy ( touched - > s . angles , ent - > apos2 ) ;
} else if ( old - > angle & & bypass ) {
VectorCopy ( ent - > apos2 , ent - > apos1 ) ;
VectorCopy ( old - > s . angles , ent - > apos2 ) ;
}
}
} else {
ent - > think = Move_AdvancedMover ;
ent - > nextthink = level . time + ent - > wait ;
if ( ent - > damage ) {
temp = G_Find ( NULL , FOFS ( targetname ) , touched - > target ) ;
if ( ! temp ) {
G_FreeEntity ( ent ) ;
return ;
}
VectorCopy ( touched - > s . origin , ent - > pos1 ) ;
VectorCopy ( temp - > s . origin , ent - > pos2 ) ;
old = touched ;
touched = temp ;
ent - > moverState = MOVER_POS1 ;
if ( touched - > angle & & ! bypass ) {
VectorCopy ( ent - > apos2 , ent - > apos1 ) ;
VectorCopy ( touched - > s . angles , ent - > apos2 ) ;
} else if ( old - > angle & & bypass ) {
VectorCopy ( ent - > apos2 , ent - > apos1 ) ;
VectorCopy ( old - > s . angles , ent - > apos2 ) ;
}
} else {
temp = G_Find ( NULL , FOFS ( targetname ) , touched - > targetname2 ) ;
if ( ! temp ) {
G_FreeEntity ( ent ) ;
return ;
}
VectorCopy ( touched - > s . origin , ent - > pos2 ) ;
VectorCopy ( temp - > s . origin , ent - > pos1 ) ;
old = touched ;
touched = temp ;
ent - > moverState = MOVER_POS1 ;
if ( touched - > angle & & ! bypass ) {
VectorCopy ( ent - > apos2 , ent - > apos1 ) ;
VectorCopy ( touched - > s . angles , ent - > apos2 ) ;
} else if ( old - > angle & & bypass ) {
VectorCopy ( ent - > apos2 , ent - > apos1 ) ;
VectorCopy ( old - > s . angles , ent - > apos2 ) ;
}
}
}
if ( ! ent - > damage ) {
VectorCopy ( ent - > pos1 , t ) ;
VectorCopy ( ent - > pos2 , ent - > pos1 ) ;
VectorCopy ( t , ent - > pos2 ) ;
VectorCopy ( ent - > apos1 , t ) ;
VectorCopy ( ent - > apos2 , ent - > apos1 ) ;
VectorCopy ( t , ent - > apos2 ) ;
}
// recalc speed if path_point has speed
if ( touched - > speed ) {
// calculate time to reach second position from speed
VectorSubtract ( ent - > pos2 , ent - > pos1 , move ) ;
distance = VectorLength ( move ) ;
VectorScale ( move , touched - > speed , ent - > s . pos . trDelta ) ;
ent - > s . pos . trDuration = distance * 1000 / touched - > speed ;
if ( ent - > s . pos . trDuration < = 0 ) {
ent - > s . pos . trDuration = 1 ;
}
if ( touched - > angle )
ent - > s . apos . trDuration = ent - > s . pos . trDuration ;
}
if ( ! ent - > activator )
ent - > activator = ent ;
// To do: only use targets it path_point has a specific value set?
G_UseTargets ( ent , ent - > activator ) ;
}
}
/*QUAKED path_point (.5 .3 0) (-8 8 8) (8 8 8) START_POINT
START_POINT this is the first path_point for the train
" target " next path_point
" wait " time beforce moving on , - 1 wait until used
" damage " used to tell the func_mover it should fire it ' s targets here
" angles " to rotate to
*/
void SP_path_point ( gentity_t * ent ) {
// check if angles are set
if ( ent - > angle )
ent - > angle = 0 ;
if ( ent - > s . angles [ 0 ] | | ent - > s . angles [ 1 ] | | ent - > s . angles [ 2 ] )
ent - > angle = 1 ;
}
/*QUAKED func_mover (0 .5 .8) ?
" target " path_point to start at
" speed " speed to move with ( default : 10 )
" aspeed " angular speed to rotate with ( default : 10 )
*/
void SP_func_mover ( gentity_t * ent ) {
gentity_t * target ;
float aspeed ;
if ( ! ent - > target ) {
G_Printf ( S_COLOR_RED " func_mover without target at %s! \n " , vtos ( ent - > s . origin ) ) ;
G_FreeEntity ( ent ) ;
return ;
}
target = G_Find ( NULL , FOFS ( targetname ) , ent - > target ) ;
ent - > touched = target ;
ent - > damage = 1 ;
VectorCopy ( ent - > s . origin , ent - > pos1 ) ;
VectorCopy ( target - > s . origin , ent - > pos2 ) ;
VectorCopy ( ent - > s . angles , ent - > apos1 ) ;
G_Printf ( " touched->s.angles: %s \n " , vtos ( target - > s . angles ) ) ;
VectorCopy ( target - > s . angles , ent - > apos2 ) ;
if ( ! ent - > speed )
ent - > speed = 100 ;
G_SpawnFloat ( " aspeed " , " 100 " , & aspeed ) ;
ent - > count = aspeed ;
G_Printf ( S_COLOR_RED " Brushmodel: %s \n " , ent - > model ) ;
trap_SetBrushModel ( ent , ent - > model ) ;
//InitAdvancedMover(ent);
InitMover ( ent ) ;
level . numBrushEnts + + ;
}
2011-07-20 15:16:10 +00:00
2011-11-04 19:05:17 +00:00
/*
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
func_stasis_door rewrite
by Ubergames Harry Young
based upon SP - code
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*/
/*
Presets
ent - > count state of the door where
1 = closed
2 = open
ent - > n00bCount locked indicator
1 = locked
2 = unlocked
*/
/*
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
close2_stasis_door
will finish up the closing at level . time + 1000
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*/
void close2_stasis_door ( gentity_t * ent )
{
// The door is fully closed (and faded) so don't draw the door model anymore
ent - > s . modelindex2 = 0 ;
ent - > flags & = ~ EF_NODRAW ; // let the bmodel draw
ent - > flags & = ~ SVF_NOCLIENT ;
// Now would be a good time to close the area portal.
trap_AdjustAreaPortalState ( ent , qfalse ) ;
ent - > nextthink = - 1 ;
return ;
G_Printf ( " ^1Entity closed \n " , 0 ) ;
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
close1_stasis_door
will begin the closing of the door
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*/
void close1_stasis_door ( gentity_t * ent )
{
// Door isn't there, so make it come back
ent - > count = 1 ; //closing
ent - > flags & = ~ SVF_NOCLIENT ;
ent - > r . contents = CONTENTS_SOLID ;
G_AddEvent ( ent , EV_GENERAL_SOUND , G_SoundIndex ( " sound/movers/doors/stasisdoor.wav " ) ) ;
ent - > think = close2_stasis_door ;
ent - > nextthink = level . time + 1000 ;
G_Printf ( " ^1Entity closing \n " , 0 ) ;
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
block_stasis_door
checks if someone is near the door
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*/
void block_stasis_door ( gentity_t * ent )
{
int ct = 0 ;
int i ;
gentity_t * entity_list [ MAX_GENTITIES ] ;
// Do a quick check to see if someone is close to the door...pos1 is actually the door origin
ct = G_RadiusList ( ent - > pos1 , 128 , ent , qtrue , entity_list ) ;
if ( ct )
{
for ( i = 0 ; i < ct ; i + + )
{
if ( entity_list [ i ] - > client )
{
ent - > nextthink = level . time + 500 ; //blocked, check back in .5 secs
break ;
}
}
}
else
{
ent - > think = close1_stasis_door ;
ent - > nextthink = level . time + 50 ;
}
G_Printf ( " ^1Entity blockcheck \n " , 0 ) ;
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
open2_stasis_door
will finish up the opening at level . time + 1000
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*/
void open2_stasis_door ( gentity_t * ent )
{
ent - > flags | = SVF_NOCLIENT ;
ent - > r . contents = 0 ;
ent - > flags | = EF_NODRAW ;
if ( ent - > wait > = 0 )
{
ent - > think = block_stasis_door ;
ent - > nextthink = level . time + ( ent - > wait * 1000 ) ;
}
else
{
return ;
}
G_Printf ( " ^1Entity open \n " , 0 ) ;
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
open1_stasis_door
will begin theopening of the door
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*/
void open1_stasis_door ( gentity_t * ent )
{
// make it go away
ent - > count = 2 ; //opening
// Now we add the model back in since we need to be able to fade something out...and bmodels can't do that.
ent - > s . modelindex2 = G_ModelIndex ( ent - > model2 ) ;
ent - > s . eFlags | = EF_NODRAW ;
G_AddEvent ( ent , EV_GENERAL_SOUND , G_SoundIndex ( " sound/movers/doors/stasisdoor.wav " ) ) ;
// Now would be a good time to open up the area portal..heh heh.
trap_AdjustAreaPortalState ( ent , qtrue ) ;
ent - > think = open2_stasis_door ;
ent - > nextthink = level . time + 1000 ;
G_Printf ( " ^1Entity opening \n " , 0 ) ;
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
locked_stasis_door
checks if the door is locked and aborts if needed
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*/
void locked_stasis_door ( gentity_t * ent )
{
if ( ent - > n00bCount = = 2 )
{
ent - > think = open1_stasis_door ;
ent - > nextthink = level . time + 50 ;
}
else
{
return ;
}
G_Printf ( " ^1Entity lockcheck \n " , 0 ) ;
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
lockup_stasis_door
locks the door off
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*/
void lockup_stasis_door ( gentity_t * ent )
{
if ( ent - > n00bCount = = 2 )
{
ent - > n00bCount = 1 ;
//show darker model
if ( ent - > count = = 2 ) //close door
{
ent - > think = block_stasis_door ;
ent - > nextthink = level . time + 50 ;
}
// posibly message
}
else if ( ent - > n00bCount = = 1 )
{
ent - > n00bCount = 2 ;
//show lighter model
// posibly message
}
G_Printf ( " ^1Entity lock-toggle \n " , 0 ) ;
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
toggle_stasis_door
will manage the door - toggeling
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*/
void toggle_stasis_door ( gentity_t * ent )
{
if ( ent - > wait > = 0 )
{
ent - > think = locked_stasis_door ;
ent - > nextthink = level . time + 50 ;
}
else
{
if ( ent - > count = = 2 )
{
ent - > think = block_stasis_door ;
ent - > nextthink = level . time + 50 ;
}
else if ( ent - > count = = 1 )
{
ent - > think = locked_stasis_door ;
ent - > nextthink = level . time + 50 ;
}
}
G_Printf ( " ^1Entity toggeling \n " , 0 ) ;
}
/*
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use_stasis_door
will be called when the entity is used
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*/
void use_stasis_door ( gentity_t * ent , gentity_t * other , gentity_t * activator )
{
if ( ! Q_stricmp ( activator - > target , ent - > targetname ) )
{
ent - > think = toggle_stasis_door ;
ent - > nextthink = level . time + 50 ;
}
else if ( ! Q_stricmp ( activator - > target , ent - > swapname ) )
{
ent - > think = locked_stasis_door ;
ent - > nextthink = level . time + 50 ;
}
G_Printf ( " ^1Entity used \n " , 0 ) ;
}
/*
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touch_stasis_door
triggers the door on touch
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*/
void touch_stasis_door ( gentity_t * ent , gentity_t * other , trace_t * trace )
{
// The door is solid so it's ok to open it, otherwise,
// the door is already open and we don't need to bother with the state change
if ( other - > parent - > count = = 1 )
{
ent - > think = toggle_stasis_door ;
ent - > nextthink = level . time + 50 ;
}
G_Printf ( " ^1Entity touched \n " , 0 ) ;
}
/*
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spawn_trigger_stasis_door
spawns the door - trigger
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*/
void spawn_trigger_stasis_door ( gentity_t * ent ) {
gentity_t * other ;
vec3_t mins , maxs ;
int i , best ;
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if ( ent - > wait = = - 1 ) return ;
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// find the bounds of everything on the team
VectorCopy ( ent - > r . absmin , mins ) ;
VectorCopy ( ent - > r . absmax , maxs ) ;
// Copy maxs and mins to s.origin2 and s.angles2 for scanable door
VectorCopy ( maxs , ent - > s . origin2 ) ;
VectorCopy ( mins , ent - > s . angles2 ) ;
// find the thinnest axis, which will be the one we expand
best = 0 ;
for ( i = 1 ; i < 3 ; i + + ) {
if ( maxs [ i ] - mins [ i ] < maxs [ best ] - mins [ best ] ) {
best = i ;
}
}
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maxs [ best ] + = 128 ;
mins [ best ] - = 128 ;
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// create a trigger with this size
other = G_Spawn ( ) ;
VectorCopy ( mins , other - > r . mins ) ;
VectorCopy ( maxs , other - > r . maxs ) ;
other - > parent = ent ;
other - > r . contents = CONTENTS_TRIGGER ;
other - > touch = touch_stasis_door ;
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ent - > nextthink = - 1 ;
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trap_LinkEntity ( other ) ;
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G_Printf ( " ^1Spawnage complete \n " , 0 ) ;
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}
//-------------------------------------------
/*QUAKED func_stasis_door (0 .5 .8) START_LOCKED
A bmodel that just sits there and opens when a player gets close to it .
START_LOCKED : door is locked at spawn
" targetname " will open the door
" swapname " will lock the door ( SELF / NO_ACTIVATOR needed )
" wait " time to wait before closing , - 1 for manual trigger , default is 5 seconds
*/
void SP_func_stasis_door ( gentity_t * ent )
{
trap_SetBrushModel ( ent , ent - > model ) ;
G_SoundIndex ( " sound/movers/doors/stasisdoor.wav " ) ;
G_SoundIndex ( " sound/movers/switches/stasisneg.wav " ) ;
// Stasis doors have a model2, so precache me now
G_ModelIndex ( " models/mapobjects/stasis/door2.md3 " ) ;
ent - > model2 = " models/mapobjects/stasis/door.md3 " ;
InitMover ( ent ) ;
// Now that we have the model precached, clear this out so it doesn't draw the model
// until we are ready to do the actual fade.
ent - > s . modelindex2 = 0 ;
// sigh...ent->s.origin seems to be some kind of translational offset for the brush....so don't try and set
// the "correct" door origin because it should actually be <0 0 0>..hence the stashing of the origin in pos1.
VectorAdd ( ent - > r . absmax , ent - > r . absmin , ent - > pos1 ) ;
VectorScale ( ent - > pos1 , 0.5f , ent - > pos1 ) ;
VectorCopy ( ent - > pos1 , ent - > pos2 ) ;
G_SetOrigin ( ent , ent - > s . origin ) ;
// Auto create a door trigger so the designers don't have to
ent - > think = spawn_trigger_stasis_door ;
ent - > nextthink = level . time + 50 * 5 ; // give the target a chance to spawn in
//ent->trigger_formation = qfalse;
ent - > use = use_stasis_door ;
//ent->flags |= SVF_STASIS_DOOR;
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ent - > count = 1 ;
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if ( ! ent - > wait )
{
ent - > wait = 5 ;
}
if ( ent - > spawnflags & 1 )
{
ent - > n00bCount = 1 ;
//show darker model
}
trap_LinkEntity ( ent ) ;
G_Printf ( " ^1Spawnage in progress \n " , 0 ) ;
}