// 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; default: // to make gcc happy break; } 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 default: // to make gcc happy break; } 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 if((!Q_stricmp(ent->classname, "func_door") && (ent->spawnflags & 128)) || (!Q_stricmp(ent->classname, "func_door_rotating") && (ent->spawnflags & 64))) { 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? if(((ent->spawnflags & 256) && !Q_stricmp(ent->classname, "func_door")) || ((ent->spawnflags & 128) && !Q_stricmp(ent->classname, "func_door_rotating"))) { 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; if ( ((ent->spawnflags & 4) && IsAdmin(other)) || ((rpg_borgAdapt.integer && rpg_borgMoveThroughFields.integer && IsBorg(other) && !(ent->spawnflags & 256))) ) { 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 10FPS 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; if((!touched->target && touched->angle) || (!touched->targetname2 && !(ent->spawnflags & 1) && touched->angle)) 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++; } /* ------------------------------------------- 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 ------------------------------------------- */ 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 ); } /* ------------------------------------------- use_stasis_door will be called when the entity is used ------------------------------------------- */ 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 ); } /* ------------------------------------------- touch_stasis_door triggers the door on touch ------------------------------------------- */ 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 ); } /* ------------------------------------------- spawn_trigger_stasis_door spawns the door-trigger ------------------------------------------- */ void spawn_trigger_stasis_door( gentity_t *ent ) { gentity_t *other; vec3_t mins, maxs; int i, best; if (ent->wait == -1) return; // prevent me from thinking again ent->nextthink = -1; // 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; } } maxs[best] += 128; mins[best] -= 128; // 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; trap_LinkEntity (other); G_Printf( "^1Spawnage complete\n", 0 ); } //------------------------------------------- /*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 = G_NewString("models/mapobjects/stasis/door.md3"); // 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; InitMover(ent); 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; ent->count = 1; 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 ); }