mirror of
https://github.com/UberGames/RPG-X2.git
synced 2024-11-22 04:21:43 +00:00
152 lines
3.9 KiB
C
152 lines
3.9 KiB
C
#include "g_local.h"
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extern void InitMover( gentity_t *ent );
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extern gentity_t *G_TestEntityPosition( gentity_t *ent );
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void func_forcefield2_use (gentity_t *self, gentity_t *other, gentity_t *activator);
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void func_forcefield2_wait_return_solid( gentity_t *self )
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{
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//once a frame, see if it's clear.
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self->clipmask = CONTENTS_BODY;
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if ( !(self->spawnflags&16) || G_TestEntityPosition( self ) == NULL )
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{
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trap_SetBrushModel( self, self->model );
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InitMover( self );
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VectorCopy( self->s.origin, self->s.pos.trBase );
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VectorCopy( self->s.origin, self->r.currentOrigin );
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self->r.svFlags &= ~SVF_NOCLIENT;
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self->s.eFlags &= ~EF_NODRAW;
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self->use = func_forcefield2_use;
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self->clipmask = 0;
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/*
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if ( self->s.eFlags & EF_ANIM_ONCE )
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{//Start our anim
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self->s.frame = 0;
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}
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*/
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if ( !(self->spawnflags&1) )
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{//START_OFF doesn't effect area portals
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trap_AdjustAreaPortalState( self, qfalse );
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}
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}
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else
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{
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self->clipmask = 0;
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self->think = func_forcefield2_wait_return_solid;
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self->nextthink = level.time + FRAMETIME;
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}
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}
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void func_forcefield2_think( gentity_t *self )
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{
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if ( self->spawnflags & 8 )
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{
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//self->r.svFlags |= SVF_PLAYER_USABLE; //Replace the usable flag
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self->use = func_forcefield2_use;
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self->think = 0/*NULL*/;
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self->nextthink = -1;
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}
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}
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void func_forcefield2_use (gentity_t *self, gentity_t *other, gentity_t *activator)
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{//Toggle on and off
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if ( !self->count )
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{//become solid again
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self->count = 1;
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func_forcefield2_wait_return_solid( self );
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}
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else
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{
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self->s.solid = 0;
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self->r.contents = 0;
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self->clipmask = 0;
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self->r.svFlags |= SVF_NOCLIENT;
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self->s.eFlags |= EF_NODRAW;
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self->count = 0;
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if(self->target && self->target[0])
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{
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G_UseTargets(self, activator);
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}
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self->think = 0/*NULL*/;
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self->nextthink = -1;
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if ( !(self->spawnflags&1) )
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{//START_OFF doesn't effect area portals
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trap_AdjustAreaPortalState( self, qtrue );
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}
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}
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}
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void func_forcefield2_pain(gentity_t *self, gentity_t *attacker, int damage)
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{
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self->use( self, attacker, attacker );
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}
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void func_forcefield2_die(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod)
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{
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self->takedamage = qfalse;
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self->use( self, inflictor, attacker );
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}
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/*
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QUAKED func_forcefield2 (0 .5 .8) ? STARTOFF AUTOANIM x ALWAYS_ON NOBLOCKCHECK x x x
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START_OFF - the forcefield will not be there
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AUTOANIM - If useing an md3, it will animate
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ALWAYS_ON - Doesn't toggle on and off when used, just fires target
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NOBLOCKCHECK - Will NOT turn on while something is inside it unless this is checked
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A bmodel that can be used directly by the player's "activate" button
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"targetname" - When used, will toggle on and off
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"target" Will fire this target every time it is toggled OFF
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"model2" .md3 model to also draw
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"color" constantLight color
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"light" constantLight radius
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"wait" amount of time before the object is usable again (only valid with ALWAYS_ON flag)
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"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
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*/
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void SP_func_forcefield2( gentity_t *self )
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{
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trap_SetBrushModel( self, self->model );
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InitMover( self );
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VectorCopy( self->s.origin, self->s.pos.trBase );
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VectorCopy( self->s.origin, self->r.currentOrigin );
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self->count = 1;
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if (self->spawnflags & 1)
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{
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self->s.solid = 0;
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self->r.contents = 0;
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self->clipmask = 0;
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self->r.svFlags |= SVF_NOCLIENT;
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self->s.eFlags |= EF_NODRAW;
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self->count = 0;
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}
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if (self->spawnflags & 2)
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{
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self->s.eFlags |= EF_ANIM_ALLFAST;
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}
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/*
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if (self->spawnflags & 4)
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{//FIXME: need to be able to do change to something when it's done? Or not be usable until it's done?
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self->s.eFlags |= EF_ANIM_ONCE;
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}
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*/
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self->use = func_forcefield2_use;
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if ( self->health )
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{
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self->takedamage = qtrue;
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self->die = func_forcefield2_die;
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self->pain = func_forcefield2_pain;
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}
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trap_LinkEntity (self);
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self->team = "3";
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}
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