mirror of
https://github.com/UberGames/RPG-X2.git
synced 2024-11-25 05:42:18 +00:00
ac334633df
Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
886 lines
22 KiB
C
886 lines
22 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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#include "g_local.h"
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#define SF_SPECTATOR (1<<0)
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#define SF_RANDOM (1<<1)
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void InitTrigger( gentity_t *self ) {
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if (!VectorCompare (self->s.angles, vec3_origin))
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G_SetMovedir (self->s.angles, self->movedir);
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if(!self->tmpEntity) // for spawnTent command
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trap_SetBrushModel( self, self->model );
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self->r.contents = CONTENTS_TRIGGER; // replaces the -1 from trap_SetBrushModel
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self->r.svFlags = SVF_NOCLIENT;
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}
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// the wait time has passed, so set back up for another activation
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void multi_wait( gentity_t *ent ) {
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ent->nextthink = 0;
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}
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// the trigger was just activated
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// ent->activator should be set to the activator so it can be held through a delay
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// so wait for the delay time before firing
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void multi_trigger( gentity_t *ent, gentity_t *activator ) {
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ent->activator = activator;
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if ( ent->nextthink ) {
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return; // can't retrigger until the wait is over
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}
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if ( activator->client && ((ent->spawnflags&4)||(ent->spawnflags&2)||(ent->spawnflags&1)) )
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{//see if it's usable by this team
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switch( activator->client->sess.sessionTeam )
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{
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case TEAM_RED:
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if ( !(ent->spawnflags&1) ) {
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return;//red is not allowed
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}
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break;
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case TEAM_BLUE:
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if ( !(ent->spawnflags&2) ) {
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return;//blue is not allowed
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}
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break;
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default:
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if ( (ent->spawnflags&4) ) {
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return;//must be on a team
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}
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break;
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}
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}
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G_UseTargets (ent, ent->activator);
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#ifdef G_LUA
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if(ent->luaTrigger && !(ent->nextthink))
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{
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if(activator)
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{
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LuaHook_G_EntityTrigger(ent->luaTrigger, ent->s.number, activator->s.number);
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}
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else
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{
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LuaHook_G_EntityTrigger(ent->luaTrigger, ent->s.number, ENTITYNUM_WORLD);
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}
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}
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#endif
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if ( ent->wait > 0 ) {
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ent->think = multi_wait;
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ent->nextthink = level.time + ( ent->wait + ent->random * crandom() ) * 1000;
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} else {
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// we can't just remove (self) here, because this is a touch function
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// called while looping through area links...
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ent->touch = 0;
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ent->nextthink = level.time + FRAMETIME;
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ent->think = G_FreeEntity;
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}
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}
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void Use_Multi( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
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multi_trigger( ent, activator );
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}
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void Touch_Multi( gentity_t *self, gentity_t *other, trace_t *trace ) {
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if( !other->client ) {
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return;
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}
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multi_trigger( self, other );
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}
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/*QUAKED trigger_multiple (.5 .5 .5) ? RED_OK BLUE_OK TEAM_ONLY
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RED_OK - People on the red team can fire this trigger
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BLUE_OK - People on the blue team can fire this trigger
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TEAM_ONLY - Only people on red or blue can fire this trigger (not TEAM_FREE like in straight holomatch or spectators)
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"wait" : Seconds between triggerings, 0.5 default, -1 = one time only.
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"random" wait variance, default is 0
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Variable sized repeatable trigger. Must be targeted at one or more entities.
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so, the basic time between firing is a random time between
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(wait - random) and (wait + random)
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*/
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void SP_trigger_multiple( gentity_t *ent ) {
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G_SpawnFloat( "wait", "0.5", &ent->wait );
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G_SpawnFloat( "random", "0", &ent->random );
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G_SetOrigin(ent, ent->s.origin);
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if ( ent->random >= ent->wait && ent->wait >= 0 ) {
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ent->random = ent->wait - FRAMETIME;
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G_Printf( "trigger_multiple has random >= wait\n" );
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}
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ent->touch = Touch_Multi;
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ent->use = Use_Multi;
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InitTrigger( ent );
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VectorCopy(ent->r.maxs, ent->s.origin2);
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VectorCopy(ent->r.mins, ent->s.angles2);
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trap_LinkEntity (ent);
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level.numBrushEnts++;
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}
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/*
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==============================================================================
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trigger_always
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==============================================================================
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*/
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void trigger_always_think( gentity_t *ent ) {
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G_UseTargets(ent, ent);
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#ifdef G_LUA
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if(ent->luaTrigger)
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{
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LuaHook_G_EntityTrigger(ent->luaTrigger, ent->s.number, ent->s.number);
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}
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#endif
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G_FreeEntity( ent );
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}
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/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)
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This trigger will always fire. It is activated by the world.
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*/
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void SP_trigger_always (gentity_t *ent) {
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// we must have some delay to make sure our use targets are present
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ent->nextthink = level.time + 300;
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ent->think = trigger_always_think;
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}
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/*
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==============================================================================
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trigger_push
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==============================================================================
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*/
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void trigger_push_touch (gentity_t *self, gentity_t *other, trace_t *trace ) {
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if ( !other->client ) {
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return;
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}
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/*
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if ( other->client->ps.pm_type != PM_NORMAL ) {
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return;
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}
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if ( other->client->ps.powerups[PW_FLIGHT] ) {
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return;
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}
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*/
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if ( other->client->ps.velocity[2] < 100 ) {
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// don't play the event sound again if we are in a fat trigger
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G_AddPredictableEvent( other, EV_JUMP_PAD, 0 );
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}
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VectorCopy (self->s.origin2, other->client->ps.velocity);
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}
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/*
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=================
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AimAtTarget
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Calculate origin2 so the target apogee will be hit
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=================
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*/
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void AimAtTarget( gentity_t *self ) {
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gentity_t *ent;
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vec3_t origin;
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float height, gravity, time, forward;
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float dist;
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VectorAdd( self->r.absmin, self->r.absmax, origin );
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VectorScale ( origin, 0.5, origin );
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ent = G_PickTarget( self->target );
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if ( !ent ) {
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G_FreeEntity( self );
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return;
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}
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height = ent->s.origin[2] - origin[2];
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gravity = g_gravity.value;
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time = sqrt( height / ( .5 * gravity ) );
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if ( !time ) {
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G_FreeEntity( self );
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return;
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}
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// set s.origin2 to the push velocity
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VectorSubtract ( ent->s.origin, origin, self->s.origin2 );
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self->s.origin2[2] = 0;
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dist = VectorNormalize( self->s.origin2);
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forward = dist / time;
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VectorScale( self->s.origin2, forward, self->s.origin2 );
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self->s.origin2[2] = time * gravity;
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}
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/*QUAKED trigger_push (.5 .5 .5) ?
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Must point at a target_position, which will be the apex of the leap.
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This will be client side predicted, unlike target_push
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*/
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void SP_trigger_push( gentity_t *self ) {
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InitTrigger (self);
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// unlike other triggers, we need to send this one to the client
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self->r.svFlags &= ~SVF_NOCLIENT;
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self->s.eType = ET_PUSH_TRIGGER;
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self->touch = trigger_push_touch;
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self->think = AimAtTarget;
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self->nextthink = level.time + FRAMETIME;
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trap_LinkEntity (self);
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VectorCopy(self->r.maxs, self->s.apos.trBase);
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VectorCopy(self->r.mins, self->s.pos.trBase);
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level.numBrushEnts++;
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}
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void Use_target_push( gentity_t *self, gentity_t *other, gentity_t *activator ) {
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if ( !activator->client ) {
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return;
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}
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//RPG-X: J2J noclip use
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if ( activator->client->ps.pm_type != PM_NORMAL || activator->client->ps.pm_type != PM_NOCLIP) {
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return;
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}
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if ( activator->client->ps.powerups[PW_FLIGHT] ) {
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return;
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}
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VectorCopy (self->s.origin2, activator->client->ps.velocity);
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// play fly sound every 1.5 seconds
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if ( activator->fly_sound_debounce_time < level.time ) {
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activator->fly_sound_debounce_time = level.time + 1500;
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G_Sound( activator, self->noise_index );
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}
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}
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/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) ENERGYNOISE
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Pushes the activator in the direction.of angle, or towards a target apex.
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"speed" defaults to 1000
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if "ENERGYNOISE", play energy noise instead of windfly
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*/
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void SP_target_push( gentity_t *self ) {
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if (!self->speed) {
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self->speed = 1000;
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}
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G_SetMovedir (self->s.angles, self->s.origin2);
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VectorScale (self->s.origin2, self->speed, self->s.origin2);
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if ( self->spawnflags & 1 ) {
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self->noise_index = G_SoundIndex("sound/ambience/forge/antigrav.wav");
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} else {
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self->noise_index = G_SoundIndex("sound/misc/windfly.wav"); //fixme need sound!
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}
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if ( self->target ) {
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VectorCopy( self->s.origin, self->r.absmin );
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VectorCopy( self->s.origin, self->r.absmax );
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self->think = AimAtTarget;
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self->nextthink = level.time + FRAMETIME;
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}
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self->use = Use_target_push;
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}
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/*
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==============================================================================
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trigger_teleport
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==============================================================================
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*/
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#define MAX_TRANSPORTER_POINTS 16
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gentity_t *SelectRandomSpawnPoint( void )
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{
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gentity_t *spot = NULL;
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int count = 0;
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int selection = 0;
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gentity_t *spots[MAX_TRANSPORTER_POINTS];
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char *classname;
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classname = "info_player_deathmatch";
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while ((spot = G_Find (spot, FOFS(classname), classname)) != NULL)
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{
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spots[ count++ ] = spot;
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if (count == MAX_TRANSPORTER_POINTS)
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{
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break;
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}
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}
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if ( !count )
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{ // no spawn points !!??!
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return NULL;
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}
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selection = rand() % count;
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return spots[ selection ];
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}
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void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace )
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{
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gentity_t *dest;
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vec3_t destPoint;
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trace_t tr;
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vec3_t tracePoint;
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int clientNum;
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if(self->flags & FL_LOCKED)
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return;
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if ( !other->client ) {
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return;
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}
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if ( other->client->ps.pm_type == PM_DEAD ) {
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return;
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}
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// Spectators only?
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if ( ( self->spawnflags & SF_SPECTATOR ) &&
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other->client->sess.sessionTeam != TEAM_SPECTATOR /*&& !(other->client->ps.eFlags&EF_ELIMINATED)*/ )
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{
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return;
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}
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clientNum = other->client->ps.clientNum;
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//BOOKMARK J2J
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if (self->spawnflags & SF_RANDOM)
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{
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// find a random spawn point
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dest = SelectRandomSpawnPoint();
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}
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else
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{
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dest = G_PickTarget( self->target );
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}
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if (!dest)
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{
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G_Printf ("Couldn't find teleporter destination\n");
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return;
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}
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//suspended
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if ( self->spawnflags & 8 )
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{
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// put the bottom of the player's bbox at the bottom of the target's bbox
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VectorCopy(dest->s.origin, destPoint);
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destPoint[2] += dest->r.mins[2];
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destPoint[2] -= other->r.mins[2];
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// fudge it upwards just a bit
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destPoint[2] += 1;
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}
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else
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{
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VectorCopy( dest->s.origin, tracePoint );
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tracePoint[2] -= 4096.0f;
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trap_Trace( &tr, dest->s.origin, dest->r.mins, dest->r.maxs, tracePoint, dest->s.number, MASK_PLAYERSOLID );
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VectorCopy( tr.endpos, destPoint );
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//offset the player's bounding box.
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destPoint[2] += dest->r.mins[2];
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destPoint[2] -= other->r.mins[2];
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//add 1 to ensure non-direct collision
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destPoint[2] += 1;
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}
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if (self->health)
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{
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//TiM - Transporter VFX
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//Only if no spitting though. Having spitting transporter with these VFX would look freaky weird
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if ( self->health == -1 && ( self->spawnflags & 4 ) ) {
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if ( TransDat[clientNum].beamTime == 0 ) {
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G_InitTransport( clientNum, destPoint, dest->s.angles );
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}
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}
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else {
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TransportPlayer(other, destPoint, dest->s.angles, (self->health == -1)?0:self->health);
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}
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}
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else
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{
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//Transporter VFX
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if ( self->spawnflags & 4 ) {
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if ( TransDat[clientNum].beamTime == 0 ) {
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G_InitTransport( clientNum, destPoint, dest->s.angles );
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}
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}
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else {
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TeleportPlayer( other, destPoint, dest->s.angles, TP_NORMAL );
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}
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}
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if(self->sound1to2 && self->wait && !(self->flags & FL_CLAMPED)) {
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G_AddEvent(self, EV_GENERAL_SOUND, self->sound1to2);
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self->flags ^= FL_CLAMPED;
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}
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}
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void trigger_teleport_think(gentity_t *ent) {
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ent->nextthink = -1;
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if(!(ent->flags & FL_LOCKED))
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ent->flags ^= FL_LOCKED;
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if(ent->wait && (ent->flags & FL_CLAMPED))
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ent->flags ^= FL_CLAMPED;
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}
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void trigger_teleport_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
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if(!Q_stricmp(ent->swapname, activator->target))
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if(ent->flags & FL_LOCKED)
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ent->nextthink = level.time + (ent->wait * 1000);
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ent->flags ^= FL_LOCKED;
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}
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/*QUAKED trigger_teleport (.5 .5 .5) ? SPECTATOR RANDOM VISUAL_FX SUSPENDED DEACTIVATED SND_ONCE
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Allows client side prediction of teleportation events.
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Must point at a target_position, which will be the teleport destination.
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--------- spawnflags --------
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If spectator is set, only spectators can use this teleport
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Spectator teleporters are not normally placed in the editor, but are created
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automatically near doors to allow spectators to move through them
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RANDOM -- send player to random info_player_deathmatch spawn point
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VISUAL_FX -- plays the Star Trek transporter FX and beams the player out slowly
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SUSPENDED -- player appears with the bounding box aligned to the bottom of the target
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If this isn't set, the player materializes at the first solid surface under it
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----------- keys ------------
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"swapname" - ACTIVATE/DEACTIVATE (Using entity needs SELF/NOACTIVATOR)
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"wait" - time before trigger deactivates itself automatically
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"soundstart" - sound to play if triggered
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health -- default is original behavior (speed of 400), any other value will be the
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speed at which the player is spewed forth from the tranpsorter destination. -1
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if you want no speed. The transporter VISUAL_FX flag will only work if the health
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is set to 0 or -1 as it cannot support 'spewing'.
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*/
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void SP_trigger_teleport( gentity_t *self )
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{
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char *temp;
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InitTrigger (self);
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// unlike other triggers, we need to send this one to the client
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// unless is a spectator trigger
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if ( self->spawnflags & SF_SPECTATOR )
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{
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self->r.svFlags |= SVF_NOCLIENT;
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}
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else
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{
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self->r.svFlags &= ~SVF_NOCLIENT;
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}
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self->s.eType = ET_TELEPORT_TRIGGER;
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self->touch = trigger_teleporter_touch;
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if(self->spawnflags & 16)
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self->flags ^= FL_LOCKED;
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self->use = trigger_teleport_use;
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if(self->wait) {
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self->nextthink = -1;
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self->think = trigger_teleport_think;
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}
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if(G_SpawnString("soundstart", "", &temp))
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self->sound1to2 = G_SoundIndex(temp);
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VectorCopy(self->r.maxs, self->s.origin2);
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VectorCopy(self->r.mins, self->s.angles2);
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trap_LinkEntity (self);
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level.numBrushEnts++;
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}
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/*
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==============================================================================
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trigger_hurt
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==============================================================================
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*/
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/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW EVO_PROTECT NO_ADMIN
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Any entity that touches this will be hurt.
|
|
It does dmg points of damage each server frame
|
|
Targeting the trigger will toggle its on / off state.
|
|
|
|
SILENT supresses playing the sound
|
|
TOGGLE can be toggled
|
|
SLOW changes the damage rate to once per second
|
|
NO_PROTECTION *nothing* stops the damage
|
|
EVO_PROTECT Evosuit protects the client
|
|
NO_ADMIN admins don't get hurt
|
|
|
|
"dmg" default 5 (whole numbers only)
|
|
|
|
*/
|
|
void hurt_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
|
|
// GSIO01: this does not work
|
|
/*if ( self->r.linked ) {
|
|
trap_UnlinkEntity( self );
|
|
} else {
|
|
trap_LinkEntity( self );
|
|
}*/
|
|
// GSIO01: this will work:
|
|
self->count = !self->count;
|
|
}
|
|
|
|
void hurt_touch( gentity_t *self, gentity_t *other, trace_t *trace ) {
|
|
int dflags;
|
|
|
|
if(!self->count) return;
|
|
|
|
//RPG-X | Phenix | 8/8/204
|
|
//(If the guy is wearning an evosuit)
|
|
if ((self->spawnflags & 32) && (other->flags & FL_EVOSUIT)) {
|
|
return;
|
|
}
|
|
|
|
if(self->spawnflags & 64) {
|
|
if(IsAdmin(other))
|
|
return;
|
|
}
|
|
|
|
if ( !other->takedamage ) {
|
|
return;
|
|
}
|
|
|
|
if ( self->timestamp > level.time ) {
|
|
return;
|
|
}
|
|
|
|
//RPG-X | Phenix | 9/8/2004
|
|
if (other->health <= 1) {
|
|
return;
|
|
}
|
|
|
|
if ( self->spawnflags & 16 ) {
|
|
self->timestamp = level.time + 1000;
|
|
} else {
|
|
self->timestamp = level.time + FRAMETIME;
|
|
}
|
|
|
|
// play sound
|
|
if ( !(self->spawnflags & 4) ) {
|
|
G_Sound( other, self->noise_index );
|
|
}
|
|
|
|
if (self->spawnflags & 8)
|
|
dflags = DAMAGE_NO_PROTECTION;
|
|
else
|
|
dflags = 0;
|
|
G_Damage (other, self, self, NULL, NULL, self->damage, dflags, MOD_TRIGGER_HURT);
|
|
}
|
|
|
|
void SP_trigger_hurt( gentity_t *self ) {
|
|
InitTrigger (self);
|
|
|
|
//TiM - gets very annoying after a while
|
|
self->noise_index = G_SoundIndex( "sound/world/electro.wav" );
|
|
self->touch = hurt_touch;
|
|
|
|
if ( !self->damage ) {
|
|
self->damage = 5;
|
|
}
|
|
|
|
self->r.contents = CONTENTS_TRIGGER;
|
|
|
|
if ( self->spawnflags & 2 ) {
|
|
self->use = hurt_use;
|
|
}
|
|
|
|
self->count = !(self->spawnflags & 1);
|
|
|
|
// link in to the world if starting active | this won't work
|
|
/*if ( ! (self->spawnflags & 1) ) {
|
|
trap_LinkEntity (self);
|
|
}*/
|
|
VectorCopy(self->r.maxs, self->s.origin2);
|
|
VectorCopy(self->r.mins, self->s.angles2);
|
|
|
|
trap_LinkEntity(self);
|
|
|
|
level.numBrushEnts++;
|
|
}
|
|
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
timer
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
|
|
/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
|
|
This should be renamed trigger_timer...
|
|
Repeatedly fires its targets.
|
|
Can be turned on or off by using.
|
|
|
|
"wait" base time between triggering all targets, default is 1
|
|
"random" wait variance, default is 0
|
|
so, the basic time between firing is a random time between
|
|
(wait - random) and (wait + random)
|
|
|
|
*/
|
|
void func_timer_think( gentity_t *self ) {
|
|
G_UseTargets (self, self->activator);
|
|
// set time before next firing
|
|
self->nextthink = level.time + 1000 * ( self->wait + crandom() * self->random );
|
|
}
|
|
|
|
void func_timer_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
|
|
self->activator = activator;
|
|
|
|
// if on, turn it off
|
|
if ( self->nextthink ) {
|
|
self->nextthink = 0;
|
|
return;
|
|
}
|
|
|
|
// turn it on
|
|
func_timer_think (self);
|
|
}
|
|
|
|
void SP_func_timer( gentity_t *self ) {
|
|
G_SpawnFloat( "random", "1", &self->random);
|
|
G_SpawnFloat( "wait", "1", &self->wait );
|
|
|
|
self->use = func_timer_use;
|
|
self->think = func_timer_think;
|
|
|
|
if ( self->random >= self->wait ) {
|
|
self->random = self->wait - FRAMETIME;
|
|
G_Printf( "func_timer at %s has random >= wait\n", vtos( self->s.origin ) );
|
|
}
|
|
|
|
if ( self->spawnflags & 1 ) {
|
|
self->nextthink = level.time + FRAMETIME;
|
|
self->activator = self;
|
|
}
|
|
|
|
self->r.svFlags = SVF_NOCLIENT;
|
|
}
|
|
|
|
/*QUAKED trigger_transporter (0.5 0.5 0.5) ?
|
|
This is used in combination with ui_transporter.
|
|
|
|
"wait" time to wait before trigger gets deactivated again(in seconds, default 5)
|
|
"soundstart" transport sound;
|
|
*/
|
|
void trigger_transporter_think(gentity_t *ent) {
|
|
if(Q_stricmp(ent->classname, "tent")) {
|
|
ent->nextthink = -1;
|
|
ent->flags ^= FL_LOCKED;
|
|
ent->flags ^= FL_CLAMPED;
|
|
} else {
|
|
ent->target_ent->flags ^= FL_LOCKED;
|
|
ent->target_ent->flags ^= FL_CLAMPED;
|
|
G_FreeEntity(ent);
|
|
}
|
|
}
|
|
|
|
void trigger_transporter_serverchange(gentity_t *ent) {
|
|
trap_SendServerCommand(ent->touched-g_entities, va("cg_connect \"%s\"\n", ent->targetname2));
|
|
G_FreeEntity(ent);
|
|
}
|
|
|
|
extern srvChangeData_t srvChangeData;
|
|
|
|
void trigger_transporter_touch(gentity_t *ent, gentity_t *other, trace_t *trace) {
|
|
//char info[MAX_INFO_STRING];
|
|
char *srv;
|
|
vec3_t offset = { 0, 0, 12 };
|
|
vec3_t target;
|
|
gentity_t *targetEnt;
|
|
gentity_t *tent;
|
|
int clientNum;
|
|
|
|
if((ent->flags & FL_LOCKED) || (!other->client) || (other->flags & FL_CLAMPED)) return;
|
|
|
|
clientNum = other->client->ps.clientNum;
|
|
|
|
if(ent->sound1to2 && !(ent->flags & FL_CLAMPED)) {
|
|
G_AddEvent(other, EV_GENERAL_SOUND, ent->sound1to2);
|
|
ent->flags ^= FL_CLAMPED;
|
|
}
|
|
|
|
other->flags ^= FL_CLAMPED;
|
|
|
|
if(!ent->count)
|
|
if(ent->target_ent->target) {
|
|
targetEnt = G_PickTarget(ent->target_ent->target);
|
|
VectorAdd(targetEnt->s.origin, offset, target);
|
|
G_InitTransport(clientNum, target, targetEnt->s.angles);
|
|
} else {
|
|
G_InitTransport(clientNum, ent->target_ent->s.origin, ent->target_ent->s.angles);
|
|
}
|
|
else {
|
|
|
|
srv = srvChangeData.ip[ent->health];
|
|
|
|
/*ent->think = trigger_transporter_serverchange;
|
|
ent->nextthink = level.time + 3000;
|
|
TransDat[clientNum].beamTime = level.time + 8000;
|
|
other->client->ps.powerups[PW_BEAM_OUT] = level.time + 8000;
|
|
ent->touched = other;
|
|
ent->targetname2 = G_NewString(srv);*/
|
|
//:( this sucks:
|
|
tent = G_Spawn();
|
|
tent->think = trigger_transporter_serverchange;
|
|
tent->nextthink = level.time + 3000;
|
|
TransDat[clientNum].beamTime = level.time + 8000;
|
|
other->client->ps.powerups[PW_BEAM_OUT] = level.time + 8000;
|
|
tent->touched = other;
|
|
tent->targetname2 = G_NewString(srv);
|
|
|
|
|
|
tent = G_Spawn();
|
|
tent->classname = G_NewString("tent");
|
|
tent->target_ent = ent;
|
|
tent->think = trigger_transporter_think;
|
|
tent->nextthink = level.time + ent->wait;
|
|
}
|
|
}
|
|
|
|
void trigger_transporter_delay(gentity_t *ent) {
|
|
ent->think = trigger_teleport_think;
|
|
ent->nextthink = level.time + ent->wait;
|
|
ent->flags ^= FL_LOCKED;
|
|
}
|
|
|
|
void SP_trigger_transporter(gentity_t *ent) {
|
|
char *temp;
|
|
InitTrigger(ent);
|
|
|
|
if(!ent->wait) {
|
|
G_Printf(S_COLOR_MAGENTA "Warning: trigger_transporter without wait at %s!\n", vtos(ent->s.origin));
|
|
G_FreeEntity(ent);
|
|
return;
|
|
}
|
|
|
|
if(G_SpawnString("soundstart", "", &temp))
|
|
ent->sound1to2 = G_SoundIndex(temp);
|
|
|
|
if(!ent->wait)
|
|
ent->wait = 5;
|
|
ent->wait *= 1000;
|
|
|
|
ent->touch = trigger_transporter_touch;
|
|
|
|
ent->flags ^= FL_LOCKED;
|
|
|
|
VectorCopy(ent->r.maxs, ent->s.apos.trBase);
|
|
VectorCopy(ent->r.mins, ent->s.pos.trBase);
|
|
|
|
trap_LinkEntity(ent);
|
|
|
|
level.numBrushEnts++;
|
|
}
|
|
|
|
/*QUAKED trigger_radiation (0.5 0.5 0.5) ? START_OFF MAP_WIDE
|
|
This can be used in three ways:
|
|
- as radiation volume trigger
|
|
- as mapwide radiation
|
|
|
|
START_OFF ent is off at spawn
|
|
MAP_WIDE mapwide radiation
|
|
|
|
The damage the radiation does is calculated from these two values:
|
|
"dmg" damage(default 1)
|
|
"wait" wait(seconds, default 10)
|
|
|
|
Forumla is: dps = dmg / wait
|
|
*/
|
|
void trigger_radiation_touch(gentity_t *ent, gentity_t *other, trace_t *trace) {
|
|
if(!other || !other->client || !ent->count) return;
|
|
|
|
if(!(ent->flags & FL_LOCKED)) {
|
|
if(other->health - ent->damage < 0)
|
|
other->health = 0;
|
|
else
|
|
other->health -= ent->damage;
|
|
|
|
other->client->ps.stats[STAT_HEALTH] = other->health;
|
|
|
|
ent->flags ^= FL_LOCKED;
|
|
}
|
|
|
|
// display radiation symbol?
|
|
}
|
|
|
|
void trigger_radiation_think(gentity_t *ent) {
|
|
if(ent->flags & FL_LOCKED)
|
|
ent->flags ^= FL_LOCKED;
|
|
}
|
|
|
|
void trigger_radiation_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
|
|
ent->count = !ent->count;
|
|
}
|
|
|
|
void SP_trigger_radiation(gentity_t *ent) {
|
|
|
|
if(!ent->damage)
|
|
ent->damage = 1;
|
|
if(!ent->wait)
|
|
ent->wait = 10000;
|
|
else
|
|
ent->wait *= 1000;
|
|
|
|
InitTrigger(ent);
|
|
|
|
ent->count = !(ent->spawnflags & 1);
|
|
|
|
if(!(ent->spawnflags & 2))
|
|
ent->touch = trigger_radiation_touch;
|
|
|
|
ent->think = trigger_radiation_think;
|
|
ent->nextthink = level.time + ent->wait;
|
|
ent->flags ^= FL_LOCKED;
|
|
ent->use = trigger_radiation_use;
|
|
|
|
VectorCopy(ent->r.maxs, ent->s.apos.trBase);
|
|
VectorCopy(ent->r.mins, ent->s.pos.trBase);
|
|
|
|
trap_LinkEntity(ent);
|
|
|
|
if(!ent->tmpEntity)
|
|
level.numBrushEnts++;
|
|
}
|