mirror of
https://github.com/UberGames/RPG-X2.git
synced 2024-11-16 09:51:20 +00:00
152 lines
3.9 KiB
C
152 lines
3.9 KiB
C
#include "g_local.h"
|
|
|
|
extern void InitMover( gentity_t *ent );
|
|
|
|
extern gentity_t *G_TestEntityPosition( gentity_t *ent );
|
|
void func_forcefield2_use (gentity_t *self, gentity_t *other, gentity_t *activator);
|
|
void func_forcefield2_wait_return_solid( gentity_t *self )
|
|
{
|
|
//once a frame, see if it's clear.
|
|
self->clipmask = CONTENTS_BODY;
|
|
if ( !(self->spawnflags&16) || G_TestEntityPosition( self ) == NULL )
|
|
{
|
|
trap_SetBrushModel( self, self->model );
|
|
InitMover( self );
|
|
VectorCopy( self->s.origin, self->s.pos.trBase );
|
|
VectorCopy( self->s.origin, self->r.currentOrigin );
|
|
self->r.svFlags &= ~SVF_NOCLIENT;
|
|
self->s.eFlags &= ~EF_NODRAW;
|
|
self->use = func_forcefield2_use;
|
|
self->clipmask = 0;
|
|
/*
|
|
if ( self->s.eFlags & EF_ANIM_ONCE )
|
|
{//Start our anim
|
|
self->s.frame = 0;
|
|
}
|
|
*/
|
|
if ( !(self->spawnflags&1) )
|
|
{//START_OFF doesn't effect area portals
|
|
trap_AdjustAreaPortalState( self, qfalse );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
self->clipmask = 0;
|
|
self->think = func_forcefield2_wait_return_solid;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
}
|
|
|
|
void func_forcefield2_think( gentity_t *self )
|
|
{
|
|
if ( self->spawnflags & 8 )
|
|
{
|
|
//self->r.svFlags |= SVF_PLAYER_USABLE; //Replace the usable flag
|
|
self->use = func_forcefield2_use;
|
|
self->think = 0/*NULL*/;
|
|
self->nextthink = -1;
|
|
}
|
|
}
|
|
|
|
void func_forcefield2_use (gentity_t *self, gentity_t *other, gentity_t *activator)
|
|
{//Toggle on and off
|
|
|
|
if ( !self->count )
|
|
{//become solid again
|
|
self->count = 1;
|
|
func_forcefield2_wait_return_solid( self );
|
|
}
|
|
else
|
|
{
|
|
self->s.solid = 0;
|
|
self->r.contents = 0;
|
|
self->clipmask = 0;
|
|
self->r.svFlags |= SVF_NOCLIENT;
|
|
self->s.eFlags |= EF_NODRAW;
|
|
self->count = 0;
|
|
|
|
if(self->target && self->target[0])
|
|
{
|
|
G_UseTargets(self, activator);
|
|
}
|
|
self->think = 0/*NULL*/;
|
|
self->nextthink = -1;
|
|
if ( !(self->spawnflags&1) )
|
|
{//START_OFF doesn't effect area portals
|
|
trap_AdjustAreaPortalState( self, qtrue );
|
|
}
|
|
}
|
|
}
|
|
|
|
void func_forcefield2_pain(gentity_t *self, gentity_t *attacker, int damage)
|
|
{
|
|
self->use( self, attacker, attacker );
|
|
}
|
|
|
|
void func_forcefield2_die(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod)
|
|
{
|
|
self->takedamage = qfalse;
|
|
self->use( self, inflictor, attacker );
|
|
}
|
|
|
|
/*
|
|
QUAKED func_forcefield2 (0 .5 .8) ? STARTOFF AUTOANIM x ALWAYS_ON NOBLOCKCHECK x x x
|
|
START_OFF - the forcefield will not be there
|
|
AUTOANIM - If useing an md3, it will animate
|
|
ALWAYS_ON - Doesn't toggle on and off when used, just fires target
|
|
NOBLOCKCHECK - Will NOT turn on while something is inside it unless this is checked
|
|
|
|
A bmodel that can be used directly by the player's "activate" button
|
|
|
|
"targetname" - When used, will toggle on and off
|
|
"target" Will fire this target every time it is toggled OFF
|
|
"model2" .md3 model to also draw
|
|
"color" constantLight color
|
|
"light" constantLight radius
|
|
"wait" amount of time before the object is usable again (only valid with ALWAYS_ON flag)
|
|
"health" if it has health, it will be used whenever shot at/killed - if you want it to only be used once this way, set health to 1
|
|
*/
|
|
|
|
void SP_func_forcefield2( gentity_t *self )
|
|
{
|
|
trap_SetBrushModel( self, self->model );
|
|
InitMover( self );
|
|
VectorCopy( self->s.origin, self->s.pos.trBase );
|
|
VectorCopy( self->s.origin, self->r.currentOrigin );
|
|
|
|
self->count = 1;
|
|
if (self->spawnflags & 1)
|
|
{
|
|
self->s.solid = 0;
|
|
self->r.contents = 0;
|
|
self->clipmask = 0;
|
|
self->r.svFlags |= SVF_NOCLIENT;
|
|
self->s.eFlags |= EF_NODRAW;
|
|
self->count = 0;
|
|
}
|
|
|
|
if (self->spawnflags & 2)
|
|
{
|
|
self->s.eFlags |= EF_ANIM_ALLFAST;
|
|
}
|
|
|
|
/*
|
|
if (self->spawnflags & 4)
|
|
{//FIXME: need to be able to do change to something when it's done? Or not be usable until it's done?
|
|
self->s.eFlags |= EF_ANIM_ONCE;
|
|
}
|
|
*/
|
|
|
|
self->use = func_forcefield2_use;
|
|
|
|
if ( self->health )
|
|
{
|
|
self->takedamage = qtrue;
|
|
self->die = func_forcefield2_die;
|
|
self->pain = func_forcefield2_pain;
|
|
}
|
|
|
|
trap_LinkEntity (self);
|
|
|
|
self->team = "3";
|
|
}
|