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0acb013a7a
... to more common names WP_0 to WP_15.
2926 lines
80 KiB
C
2926 lines
80 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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//#include <windows.h> //TiM : WTF?
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//==========================================================
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/*QUAKED target_give (1 0 0) (-8 -8 -8) (8 8 8)
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Gives all the weapons specified here in the list.
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"items" - separated by ' | ', specify the items
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EG "WP_5 | WP_14" etc
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(Don't forget the spaces!)
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*/
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void Use_Target_Give( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
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int i;
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playerState_t *ps = &activator->client->ps;
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if ( !activator || !activator->client ) {
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return;
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}
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for ( i=0; i < MAX_WEAPONS; i++ )
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{
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if ( (unsigned int)(ent->s.time) & (1 << i) )
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{
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ps->stats[STAT_WEAPONS] ^= ( 1 << i );
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if ( ps->stats[STAT_WEAPONS] & ( 1 << i ) )
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ps->ammo[i] = 1;
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else
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ps->ammo[i] = 0;
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continue;
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}
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}
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//Com_Printf( S_COLOR_RED "Final flags: %u\n", (unsigned int)(ent->s.time) );
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}
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//FIXME: Make the text parsed on load time. saves on resources!!
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void SP_target_give( gentity_t *ent )
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{
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char *items;
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char *textPtr;
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char *token;
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int weapon;
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G_SpawnString( "items", "", &items );
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if(!items[0] && ent->target) // spawnTEnt
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items = G_NewString(ent->target);
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textPtr = items;
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//Com_Printf( S_COLOR_RED "Using the Give! Message is %s\n", textPtr );
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COM_BeginParseSession();
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while ( 1 )
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{
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token = COM_Parse( &textPtr );
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if ( !token[0] )
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break;
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//Com_Printf( S_COLOR_RED "Token: %s\n", token );
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if ( !Q_stricmpn( token, "|", 1 ) )
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continue;
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if( !Q_stricmpn( token, "WP_", 3 ) )
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{
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weapon = GetIDForString( WeaponTable, token );
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if ( weapon >= 0 )
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{
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ent->s.time |= (1<<weapon);
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}
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}
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}
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//TiM - remove items per server discretion
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if ( rpg_mapGiveFlags.integer > 0 )
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ent->s.time &= rpg_mapGiveFlags.integer;
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//Com_Printf( S_COLOR_RED "Final flags: %u\n", (ent->s.time) );
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ent->use = Use_Target_Give;
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// don't need to send this to clients
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ent->r.svFlags &= SVF_NOCLIENT;
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trap_LinkEntity(ent);
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}
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//==========================================================
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/*QUAKED target_remove_powerups (1 0 0) (-8 -8 -8) (8 8 8)
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takes away all the activators powerups.
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Used to drop flight powerups into death puts.
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*/
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void Use_target_remove_powerups( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
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if ( !activator || !activator->client ) {
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return;
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}
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/*if ( activator->client->ps.powerups[PW_REDFLAG] ) {
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Team_ReturnFlag(TEAM_RED);
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} else if ( activator->client->ps.powerups[PW_BORG_ADAPT] ) {
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Team_ReturnFlag(TEAM_BLUE);
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}*/
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memset( activator->client->ps.powerups, 0, sizeof( activator->client->ps.powerups ) );
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}
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void SP_target_remove_powerups( gentity_t *ent ) {
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ent->use = Use_target_remove_powerups;
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}
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//==========================================================
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/*QUAKED target_delay (1 0 0) (-8 -8 -8) (8 8 8) SELF
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SELF use the entity as activator instead of it's own activator when using it's targets (use this flag for targets that are target_boolean, targer_alert, and target_warp)
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"wait" seconds to pause before firing targets.
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"random" delay variance, total delay = delay +/- random seconds
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*/
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void Think_Target_Delay( gentity_t *ent ) {
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#ifdef G_LUA
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if(ent->luaTrigger)
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{
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if(ent->activator)
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{
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LuaHook_G_EntityTrigger(ent->luaTrigger, ent->s.number, ent->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->spawnflags & 1)
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G_UseTargets(ent, ent);
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else
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G_UseTargets( ent, ent->activator );
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}
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void Use_Target_Delay( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
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ent->nextthink = level.time + ( ent->wait + ent->random * crandom() ) * 1000;
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ent->think = Think_Target_Delay;
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ent->activator = activator;
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}
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void SP_target_delay( gentity_t *ent ) {
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if ( !ent->wait ) {
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G_SpawnFloat("delay", "0", &ent->wait);
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if(!ent->wait)
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ent->wait = 1;
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}
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ent->count = (int)ent->wait;
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ent->use = Use_Target_Delay;
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// don't need to send this to clients
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ent->r.svFlags &= SVF_NOCLIENT;
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trap_LinkEntity(ent);
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}
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//==========================================================
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/*QUAKED target_score (1 0 0) (-8 -8 -8) (8 8 8) TEAMSCORE
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TEAMSCORE - points are added to activator's team's score, not the individual
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"count" number of points to add, default 1
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The activator is given this many points.
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*/
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void Team_AddScore( int team, int points );
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void Use_Target_Score (gentity_t *ent, gentity_t *other, gentity_t *activator) {
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if(!activator) return;
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if ( ent->spawnflags & 1 )
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{
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if ( activator->client )
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{
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Team_AddScore( activator->client->sess.sessionTeam, ent->count );
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}
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}
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else
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{
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AddScore( activator, ent->count );
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}
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CalculateRanks( qfalse );
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}
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void SP_target_score( gentity_t *ent ) {
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if ( !ent->count ) {
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ent->count = 1;
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}
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ent->use = Use_Target_Score;
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}
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//==========================================================
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/*QUAKED target_print (1 0 0) (-8 -8 -8) (8 8 8) redteam blueteam private
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"message" text to print
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If "private", only the activator gets the message. If no checks, all clients get the message.
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*/
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void Use_Target_Print (gentity_t *ent, gentity_t *other, gentity_t *activator) {
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if ( activator && activator->client && ( ent->spawnflags & 4 ) ) {
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trap_SendServerCommand( activator-g_entities, va("servermsg %s", ent->message ));
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return;
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}
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if ( ent->spawnflags & 3 ) {
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if ( ent->spawnflags & 1 ) {
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G_TeamCommand( TEAM_RED, va("servermsg %s", ent->message) );
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}
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if ( ent->spawnflags & 2 ) {
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G_TeamCommand( TEAM_BLUE, va("servermsg %s", ent->message) );
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}
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return;
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}
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trap_SendServerCommand( -1, va("servermsg %s", ent->message ));
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}
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void SP_target_print( gentity_t *ent ) {
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ent->use = Use_Target_Print;
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}
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//==========================================================
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/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off global activator
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"noise" wav file to play
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A global sound will play full volume throughout the level.
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Activator sounds will play on the player that activated the target.
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Global and activator sounds can't be combined with looping.
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Normal sounds play each time the target is used.
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Looped sounds will be toggled by use functions.
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Multiple identical looping sounds will just increase volume without any speed cost.
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"wait" : Seconds between auto triggerings, 0 = don't auto trigger
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"random" wait variance, default is 0
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*/
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void Use_Target_Speaker (gentity_t *ent, gentity_t *other, gentity_t *activator) {
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if (ent->spawnflags & 3) { // looping sound toggles
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if (ent->s.loopSound)
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ent->s.loopSound = 0; // turn it off
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else
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ent->s.loopSound = ent->noise_index; // start it
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}else { // normal sound
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if ( activator && (ent->spawnflags & 8) ) {
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G_AddEvent( activator, EV_GENERAL_SOUND, ent->noise_index );
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} else if (ent->spawnflags & 4) {
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G_AddEvent( ent, EV_GLOBAL_SOUND, ent->noise_index );
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} else {
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G_AddEvent( ent, EV_GENERAL_SOUND, ent->noise_index );
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}
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}
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}
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void SP_target_speaker( gentity_t *ent ) {
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char buffer[MAX_QPATH];
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char *s;
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G_SpawnFloat( "wait", "0", &ent->wait );
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G_SpawnFloat( "random", "0", &ent->random );
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if ( !G_SpawnString( "noise", "NOSOUND", &s ) && !ent->count ) { // if ent->count then it is a spawned sound, either by spawnEnt or *.spawn
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G_Printf( "target_speaker without a noise key at %s", vtos( ent->s.origin ) );
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G_FreeEntity(ent);//let's not error out so that we can use SP maps with their funky speakers.
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return;
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}
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if(!ent->count) { // not by spawnTEnt/*.spawn
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// force all client reletive sounds to be "activator" speakers that
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// play on the entity that activates it
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if ( s[0] == '*' ) {
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ent->spawnflags |= 8;
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}
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memset(buffer, 0, sizeof(buffer));
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Q_strncpyz( buffer, s, sizeof(buffer) );
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COM_DefaultExtension( buffer, sizeof(buffer), ".wav");
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ent->noise_index = G_SoundIndex(buffer);
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} else { // by spawnTEnt or *.spawn file
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ent->noise_index = ent->count;
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}
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// a repeating speaker can be done completely client side
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ent->s.eType = ET_SPEAKER;
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ent->s.eventParm = ent->noise_index;
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ent->s.frame = ent->wait * 10;
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ent->s.clientNum = ent->random * 10;
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// check for prestarted looping sound
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if ( ent->spawnflags & 1 ) {
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ent->s.loopSound = ent->noise_index;
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}
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ent->use = Use_Target_Speaker;
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if (ent->spawnflags & 4) {
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ent->r.svFlags |= SVF_BROADCAST;
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}
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VectorCopy( ent->s.origin, ent->s.pos.trBase );
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// must link the entity so we get areas and clusters so
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// the server can determine who to send updates to
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trap_LinkEntity( ent );
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}
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//==========================================================
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/*QUAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON
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When triggered, fires a laser. You can either set a target or a direction.
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*/
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void target_laser_think (gentity_t *self) {
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vec3_t end;
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trace_t tr;
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vec3_t point;
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// if pointed at another entity, set movedir to point at it
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if ( self->enemy ) {
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VectorMA (self->enemy->s.origin, 0.5, self->enemy->r.mins, point);
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VectorMA (point, 0.5, self->enemy->r.maxs, point);
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VectorSubtract (point, self->s.origin, self->movedir);
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VectorNormalize (self->movedir);
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}
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// fire forward and see what we hit
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VectorMA (self->s.origin, 2048, self->movedir, end);
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trap_Trace( &tr, self->s.origin, NULL, NULL, end, self->s.number, CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_CORPSE);
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if ( tr.entityNum ) {
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// hurt it if we can
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G_Damage ( &g_entities[tr.entityNum], self, self->activator, self->movedir,
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tr.endpos, self->damage, DAMAGE_NO_KNOCKBACK, MOD_TARGET_LASER);
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}
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VectorCopy (tr.endpos, self->s.origin2);
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trap_LinkEntity( self );
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self->nextthink = level.time + FRAMETIME;
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}
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void target_laser_on (gentity_t *self)
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{
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if (!self->activator)
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self->activator = self;
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target_laser_think (self);
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}
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void target_laser_off (gentity_t *self)
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{
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trap_UnlinkEntity( self );
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self->nextthink = 0;
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}
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void target_laser_use (gentity_t *self, gentity_t *other, gentity_t *activator)
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{
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if(activator)
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self->activator = activator;
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if ( self->nextthink > 0 )
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target_laser_off (self);
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else
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target_laser_on (self);
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}
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void target_laser_start (gentity_t *self)
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{
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gentity_t *ent;
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self->s.eType = ET_BEAM;
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if (self->target) {
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ent = G_Find (NULL, FOFS(targetname), self->target);
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if (!ent) {
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G_Printf ("%s at %s: %s is a bad target\n", self->classname, vtos(self->s.origin), self->target);
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G_FreeEntity(self);
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return;
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}
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self->enemy = ent;
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} else {
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G_SetMovedir (self->s.angles, self->movedir);
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}
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self->use = target_laser_use;
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self->think = target_laser_think;
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if ( !self->damage ) {
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self->damage = 1;
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}
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if (self->spawnflags & 1)
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target_laser_on (self);
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else
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target_laser_off (self);
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}
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void SP_target_laser (gentity_t *self)
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{
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// let everything else get spawned before we start firing
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self->think = target_laser_start;
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self->nextthink = level.time + FRAMETIME;
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}
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//==========================================================
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void target_teleporter_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
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gentity_t *dest;
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vec3_t destPoint;
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vec3_t tracePoint;
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trace_t tr;
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if(!Q_stricmp(self->swapname, activator->target)) {
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self->flags ^= FL_LOCKED;
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return;
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}
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if(self->flags & FL_LOCKED)
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return;
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if (!activator || !activator->client)
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return;
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dest = G_PickTarget( self->target );
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if (!dest) {
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G_Printf ("Couldn't find teleporter destination\n");
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G_FreeEntity(self);
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return;
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}
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VectorCopy(dest->s.origin, destPoint);
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if ( self->spawnflags & 2 )
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{
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destPoint[2] += dest->r.mins[2];
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destPoint[2] -= other->r.mins[2];
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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;
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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] -= activator->r.mins[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->spawnflags & 1 ) {
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if ( TransDat[activator->client->ps.clientNum].beamTime == 0 ) {
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G_InitTransport( activator->client->ps.clientNum, destPoint, dest->s.angles );
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}
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}
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else {
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TeleportPlayer( activator, destPoint, dest->s.angles, TP_NORMAL );
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}
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}
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/*QUAKED target_teleporter (1 0 0) (-8 -8 -8) (8 8 8) VISUAL_FX SUSPENDED DEACTIVATED
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The activator will be instantly teleported away.
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VISUAL_FX - Instead of instant teleportation with no FX, entity will play the Star Trek style
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transporter effect and teleport over the course of an 8 second cycle.
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SUSPENDED - Unless this is checked, the player will materialise on top of the first solid
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surface underneath the entity
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"targetname" - Any entities targeting this will activate it when used.
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"target" - Name of one or more notnull entities that the player teleport to.
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"swapname" - Activate/Deactivate (Using entity needs SELF/NOACTIVATOR)
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NB-If using the transporter VISUAL_FX, place the target entity so it's right on top of
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the surface you want the player to appear on. It's been hardcoded to take this offset into
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account only when the VISUAL_FX flag is on.
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*/
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void SP_target_teleporter( gentity_t *self ) {
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if (!self->targetname)
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G_Printf("untargeted %s at %s\n", self->classname, vtos(self->s.origin));
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if(self->spawnflags & 4)
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self->flags ^= FL_LOCKED;
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self->use = target_teleporter_use;
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}
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//==========================================================
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/*QUAKED target_relay (.5 .5 .5) (-8 -8 -8) (8 8 8) RED_ONLY BLUE_ONLY RANDOM SELF
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This doesn't perform any actions except fire its targets.
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The activator can be forced to be from a certain team.
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if RANDOM is checked, only one of the targets will be fired, not all of them
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SELF use the entity as activator instead of it's own activator when using it's targets (use this flag for targets that are target_boolean, targer_alert, and target_warp)
|
|
*/
|
|
|
|
void target_relay_use (gentity_t *self, gentity_t *other, gentity_t *activator) {
|
|
if ( ( self->spawnflags & 1 ) && activator && activator->client
|
|
&& activator->client->sess.sessionTeam != TEAM_RED ) {
|
|
return;
|
|
}
|
|
if ( ( self->spawnflags & 2 ) && activator && activator->client
|
|
&& activator->client->sess.sessionTeam != TEAM_BLUE ) {
|
|
return;
|
|
}
|
|
|
|
if(!activator) return;
|
|
|
|
if ( self->spawnflags & 4 ) {
|
|
gentity_t *ent;
|
|
|
|
ent = G_PickTarget( self->target );
|
|
if ( ent && ent->use ) {
|
|
if(self->spawnflags & 8) {
|
|
ent->use(ent, self, self);
|
|
#ifdef G_LUA
|
|
if(ent->luaUse)
|
|
LuaHook_G_EntityUse(self->luaUse, self->s.number, other->s.number, activator->s.number);
|
|
#endif
|
|
}
|
|
else {
|
|
ent->use( ent, self, activator );
|
|
#ifdef G_LUA
|
|
if(ent->luaUse)
|
|
LuaHook_G_EntityUse(self->luaUse, self->s.number, other->s.number, self->s.number);
|
|
#endif
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
if(self->spawnflags & 8)
|
|
G_UseTargets(self, self);
|
|
else
|
|
G_UseTargets (self, activator);
|
|
}
|
|
|
|
void SP_target_relay (gentity_t *self) {
|
|
self->use = target_relay_use;
|
|
}
|
|
|
|
|
|
//==========================================================
|
|
|
|
/*QUAKED target_kill (.5 .5 .5) (-8 -8 -8) (8 8 8)
|
|
Kills the activator.
|
|
*/
|
|
void target_kill_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
|
|
if(activator)
|
|
G_Damage ( activator, NULL, NULL, NULL, NULL, 100000, DAMAGE_NO_PROTECTION, MOD_TELEFRAG);
|
|
}
|
|
|
|
void SP_target_kill( gentity_t *self ) {
|
|
self->use = target_kill_use;
|
|
|
|
// don't need to send this to clients
|
|
self->r.svFlags &= SVF_NOCLIENT;
|
|
trap_LinkEntity(self);
|
|
}
|
|
|
|
/*QUAKED target_position (0 0.5 0) (-4 -4 -4) (4 4 4)
|
|
Used as a positional target for in-game calculation, like jumppad targets.
|
|
*/
|
|
void SP_target_position( gentity_t *self ){
|
|
G_SetOrigin( self, self->s.origin );
|
|
}
|
|
|
|
static void target_location_linkup(gentity_t *ent)
|
|
{
|
|
int i;
|
|
int n;
|
|
//gentity_t *tent;
|
|
|
|
if (level.locationLinked)
|
|
return;
|
|
|
|
level.locationLinked = qtrue;
|
|
|
|
level.locationHead = NULL;
|
|
|
|
trap_SetConfigstring( CS_LOCATIONS, "unknown" );
|
|
|
|
for (i = 0, ent = g_entities, n = 1;
|
|
i < level.num_entities;
|
|
i++, ent++) {
|
|
if (ent->classname && !Q_stricmp(ent->classname, "target_location")) {
|
|
// lets overload some variables!
|
|
ent->health = n; // use for location marking
|
|
trap_SetConfigstring( CS_LOCATIONS + n, ent->message );
|
|
n++;
|
|
ent->nextTrain = level.locationHead;
|
|
level.locationHead = ent;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// All linked together now
|
|
}
|
|
|
|
/*QUAKED target_location (0 0.5 0) (-8 -8 -8) (8 8 8)
|
|
Set "message" to the name of this location.
|
|
Set "count" to 0-7 for color.
|
|
0:white 1:red 2:green 3:yellow 4:blue 5:cyan 6:magenta 7:white
|
|
|
|
Closest target_location in sight used for the location, if none
|
|
in site, closest in distance
|
|
*/
|
|
void SP_target_location( gentity_t *self ){
|
|
self->think = target_location_linkup;
|
|
self->nextthink = level.time + 200; // Let them all spawn first
|
|
|
|
//G_Printf( S_COLOR_RED "Location loaded! %s\n", self->message );
|
|
|
|
G_SetOrigin( self, self->s.origin );
|
|
}
|
|
|
|
/*QUAKED target_counter (1.0 0 0) (-4 -4 -4) (4 4 4) x x x x x x x x
|
|
Acts as an intermediary for an action that takes multiple inputs.
|
|
|
|
After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
|
|
*/
|
|
|
|
void target_counter_use( gentity_t *self, gentity_t *other, gentity_t *activator )
|
|
{
|
|
if ( self->count == 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
self->count--;
|
|
|
|
if ( self->count )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if(activator)
|
|
self->activator = activator;
|
|
else
|
|
self->activator = self;
|
|
G_UseTargets( self, activator );
|
|
}
|
|
|
|
void SP_target_counter (gentity_t *self)
|
|
{
|
|
self->wait = -1;
|
|
if (!self->count)
|
|
{
|
|
self->count = 2;
|
|
}
|
|
|
|
self->use = target_counter_use;
|
|
|
|
// don't need to send this to clients
|
|
self->r.svFlags &= SVF_NOCLIENT;
|
|
trap_LinkEntity(self);
|
|
}
|
|
|
|
/*QUAKED target_objective (1.0 0 0) (-4 -4 -4) (4 4 4)
|
|
When used, the objective in the <mapname>.efo with this objective's "count" will be marked as completed
|
|
|
|
count - number of objective (as listed in the maps' <mapname>.efo)
|
|
|
|
NOTE: the objective with the lowest "count" will be considered the current objective
|
|
*/
|
|
|
|
void target_objective_use( gentity_t *self, gentity_t *other, gentity_t *activator )
|
|
{
|
|
gentity_t *tent;
|
|
|
|
tent = G_TempEntity( self->r.currentOrigin, EV_OBJECTIVE_COMPLETE );
|
|
|
|
if(!tent) return; // uh ohhhh
|
|
|
|
//Be sure to send the event to everyone
|
|
tent->r.svFlags |= SVF_BROADCAST;
|
|
tent->s.eventParm = self->count;
|
|
}
|
|
|
|
void SP_target_objective (gentity_t *self)
|
|
{
|
|
if ( self->count <= 0 )
|
|
{
|
|
//FIXME: error msg
|
|
G_FreeEntity( self );
|
|
return;
|
|
}
|
|
if ( self->targetname )
|
|
{
|
|
self->use = target_objective_use;
|
|
}
|
|
level.numObjectives++;
|
|
}
|
|
|
|
/*================
|
|
RPG-X Modification
|
|
Phenix
|
|
13/06/2004
|
|
================*/
|
|
|
|
/*QUAKED target_boolean (.5 .5 .5) (-8 -8 -8) (8 8 8) START_TRUE SWAP_FIRE SELF
|
|
Acts as an if statement. When fired normaly if true it fires one target, if false it fires another.
|
|
START_TRUE the boolean starts true.
|
|
SWAP_FIRE when the swap command is issued it will also fire the new target.
|
|
SELF use the entity as activator instead of it's own activator when using it's targets (use this flag for targets that are target_boolean, targer_alert, and target_warp)
|
|
|
|
"targetname" this when fired will fire the target according to which state the boolean is in
|
|
"swapname" this when fired will swap the boolean from one state to the opposite
|
|
"truename" this when fired will swap the boolean's state to true
|
|
"falsename" this when fired will sawp the boolean's state to false
|
|
"truetarget" this will be fired if the boolean is true then the targetname is recieved
|
|
"falsetarget" this will be fired if the boolean is false then the targetname is recieved
|
|
*/
|
|
|
|
void target_boolean_use (gentity_t *self, gentity_t *other, gentity_t *activator) {
|
|
|
|
if ((!self) || (!other) || (!activator))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (Q_stricmp(self->truetarget,"(NULL)") == 0)
|
|
{
|
|
G_SpawnString( "truetarget", "DEFAULTTARGET", &self->truetarget );
|
|
}
|
|
|
|
if (Q_stricmp(other->target, self->targetname) == 0) {
|
|
if (self->booleanstate == qtrue) {
|
|
if(self->spawnflags & 4) {
|
|
self->target = self->truetarget;
|
|
G_UseTargets2( self, self, self->truetarget );
|
|
} else {
|
|
G_UseTargets2( self, activator, self->truetarget );
|
|
}
|
|
return;
|
|
} else {
|
|
if(self->spawnflags & 4) {
|
|
self->target = self->falsetarget;
|
|
G_UseTargets2( self, self, self->falsetarget );
|
|
} else {
|
|
G_UseTargets2( self, activator, self->falsetarget );
|
|
}
|
|
return;
|
|
}
|
|
|
|
} else if (Q_stricmp(other->target, self->truename) == 0) {
|
|
self->booleanstate = qtrue; //Make the boolean true
|
|
return;
|
|
} else if (Q_stricmp(other->target, self->falsename) == 0) {
|
|
self->booleanstate = qfalse; //Make the boolean false
|
|
return;
|
|
|
|
} else if (Q_stricmp(other->target, self->swapname) == 0) {
|
|
if (self->booleanstate==qtrue) { //If the boolean is true then swap to false
|
|
self->booleanstate = qfalse;
|
|
if (self->spawnflags & 2) {
|
|
if(self->spawnflags & 4) {
|
|
self->target = self->falsetarget;
|
|
G_UseTargets2( self, self, self->falsetarget );
|
|
} else {
|
|
G_UseTargets2( self, activator, self->falsetarget );
|
|
}
|
|
}
|
|
} else {
|
|
self->booleanstate = qtrue;
|
|
if (self->spawnflags & 2) {
|
|
if(self->spawnflags & 4) {
|
|
self->target = self->truetarget;
|
|
G_UseTargets2( self, self, self->truetarget );
|
|
} else {
|
|
G_UseTargets2( self, activator, self->truetarget );
|
|
}
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
void SP_target_boolean (gentity_t *self) {
|
|
if (!self->booleanstate && self->spawnflags & 1) {
|
|
self->booleanstate = qtrue;
|
|
} else if (!self->booleanstate) {
|
|
self->booleanstate = qfalse;
|
|
}
|
|
|
|
self->use = target_boolean_use;
|
|
|
|
// don't need to send this to clients
|
|
self->r.svFlags &= SVF_NOCLIENT;
|
|
trap_LinkEntity(self);
|
|
}
|
|
|
|
/*QUAKED target_gravity (.5 .5 .5) (-8 -8 -8) (8 8 8) PLAYER_ONLY MAP_GRAV
|
|
This changes the servers gravity to the ammount set.
|
|
PLAYER_ONLY If select this will only change the gravity for teh actiator. TiM: an actiator eh?
|
|
MAP_GRAV Will reset player to the current global gravity.
|
|
|
|
"gravity" gravity value (default = g_gravity default = 800)
|
|
*/
|
|
|
|
void target_gravity_use (gentity_t *self, gentity_t *other, gentity_t *activator)
|
|
{
|
|
//CIf spawn flag 1 is set, change gravity to specific user
|
|
if((self->spawnflags & 1) && activator && activator->client)
|
|
{
|
|
activator->client->ps.gravity = atoi(self->targetname2);
|
|
activator->client->SpecialGrav = qtrue;
|
|
}
|
|
//resyncing players grav to map grav.
|
|
else if((self->spawnflags & 2) && activator && activator->client)
|
|
{
|
|
activator->client->ps.gravity = g_gravity.integer;
|
|
activator->client->SpecialGrav = qfalse;
|
|
}
|
|
//Else change gravity for all clients
|
|
else
|
|
{
|
|
trap_Cvar_Set( "g_gravity", self->targetname2 );
|
|
}
|
|
}
|
|
|
|
void SP_target_gravity (gentity_t *self) {
|
|
char *temp;
|
|
if(!self->tmpEntity) { // check for spawnTEnt
|
|
G_SpawnString("gravity", "800", &temp);
|
|
self->targetname2 = G_NewString(temp);
|
|
}
|
|
if(self->count) // support for SP
|
|
self->targetname2 = G_NewString(va("%i", self->count));
|
|
self->use = target_gravity_use;
|
|
|
|
// don't need to send this to clients
|
|
self->r.svFlags &= SVF_NOCLIENT;
|
|
trap_LinkEntity(self);
|
|
}
|
|
|
|
/*QUAKED target_shake (.5 .5 .5) (-8 -8 -8) (8 8 8)
|
|
When fired every clients monitor will shake as if in an explition //TiM: explition eh?
|
|
|
|
"wait" Time that the shaking lasts for in seconds
|
|
"intensity" Strength of shake
|
|
*/
|
|
|
|
void target_shake_use (gentity_t *self, gentity_t *other, gentity_t *activator)
|
|
{
|
|
//trap_SendConsoleCommand( EXEC_APPEND, va("shake %f %2f HRkq1yF22o06Zng9FZXH5sle\n", self->intensity, self->wait) ); //Start Shaking
|
|
//Com_Printf( "Intensity: %f, Duration %i ", self->intensity, ( (int)(level.time - level.startTime) + (int)( self->wait*1000 ) ) ) ;
|
|
|
|
trap_SetConfigstring( CS_CAMERA_SHAKE, va( "%f %i", self->distance/*was self->intensity*/, ( (int)(level.time - level.startTime) + (int)( self->wait*1000 ) ) ) );
|
|
}
|
|
|
|
void SP_target_shake (gentity_t *self) {
|
|
|
|
//TiM: Phenix, you're a n00b. You should always put default values in. ;P
|
|
G_SpawnFloat( "intensity", "5", &self->distance /*was &self->intensity*/ );
|
|
G_SpawnFloat( "wait", "5", &self->wait );
|
|
|
|
self->use = target_shake_use;
|
|
}
|
|
|
|
/*QUAKED target_evosuit (.5 .5 .5) (-8 -8 -8) (8 8 8)
|
|
Used to put an evosuit on or off for each player
|
|
*/
|
|
|
|
void target_evosuit_use (gentity_t *self, gentity_t *other, gentity_t *activator)
|
|
{
|
|
|
|
if(!activator || !activator->client) return;
|
|
|
|
activator->flags ^= FL_EVOSUIT;
|
|
if (!(activator->flags & FL_EVOSUIT))
|
|
{
|
|
G_PrintfClient(activator, "%s\n", "You have taken an EVA Suit off\n");
|
|
activator->client->ps.powerups[PW_EVOSUIT] = 0;
|
|
}
|
|
else
|
|
{
|
|
G_PrintfClient(activator, "%s\n", "You have put an EVA Suit on\n");
|
|
activator->client->ps.powerups[PW_EVOSUIT] = level.time + 1000000000;
|
|
}
|
|
}
|
|
|
|
void SP_target_evosuit (gentity_t *self) {
|
|
self->use = target_evosuit_use;
|
|
|
|
// don't need to send this to clients
|
|
self->r.svFlags &= SVF_NOCLIENT;
|
|
trap_LinkEntity(self);
|
|
}
|
|
|
|
//==================================================================================
|
|
//
|
|
//TiM - Turbolift Ent
|
|
//Multiple phases are broken up into multiple think functions
|
|
//
|
|
//==================================================================================
|
|
|
|
static void target_turbolift_unlock ( gentity_t *ent )
|
|
{
|
|
gentity_t* otherLift;
|
|
|
|
//get target deck number lift entity
|
|
otherLift = &g_entities[ent->count];
|
|
|
|
//last phase - unlock turbolift doors
|
|
{
|
|
gentity_t *door=NULL;
|
|
|
|
while ( ( door = G_Find( door, FOFS( targetname ), ent->target )) != NULL )
|
|
{
|
|
if ( !Q_stricmp( door->classname, "func_door" ) )
|
|
{
|
|
door->flags &= ~FL_CLAMPED;
|
|
}
|
|
}
|
|
|
|
door = NULL;
|
|
if ( otherLift )
|
|
{
|
|
while ( ( door = G_Find( door, FOFS( targetname ), otherLift->target )) != NULL )
|
|
{
|
|
if ( !Q_stricmp( door->classname, "func_door" ) )
|
|
{
|
|
door->flags &= ~FL_CLAMPED;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//reset lifts
|
|
if ( otherLift )
|
|
otherLift->count = 0;
|
|
|
|
ent->s.time2 = 0;
|
|
if(otherLift)
|
|
otherLift->s.time2 = 0;
|
|
|
|
ent->count = 0;
|
|
ent->nextthink = 0;
|
|
ent->think = 0;
|
|
}
|
|
|
|
|
|
static void target_turbolift_endMove ( gentity_t *ent )
|
|
{
|
|
gentity_t* lights=NULL;
|
|
gentity_t* otherLift=NULL;
|
|
//gentity_t* tent=NULL;
|
|
|
|
#ifdef XTRA
|
|
float f = 0;
|
|
#endif
|
|
|
|
otherLift = &g_entities[ent->count];
|
|
if ( !otherLift )
|
|
{
|
|
target_turbolift_unlock( ent );
|
|
return;
|
|
}
|
|
|
|
//unplay move sound
|
|
ent->r.svFlags |= SVF_NOCLIENT;
|
|
otherLift->r.svFlags |= SVF_NOCLIENT;
|
|
|
|
//play end sound
|
|
G_Sound( ent, ent->s.otherEntityNum2 );
|
|
G_Sound( otherLift, otherLift->s.otherEntityNum2 );
|
|
|
|
//unshow flashy bits
|
|
//find any usables parented to the lift ent, and use them
|
|
{
|
|
while ( ( lights = G_Find( lights, FOFS( targetname ), ent->target ) ) != NULL )
|
|
{
|
|
if ( !Q_stricmp( lights->classname, "func_usable" ) )
|
|
{
|
|
if(!rpg_calcLiftTravelDuration.integer) {
|
|
lights->use( lights, lights, ent );
|
|
#ifdef G_LUA
|
|
if(lights->luaUse)
|
|
LuaHook_G_EntityUse(lights->luaUse, lights-g_entities, ent-g_entities, ent-g_entities);
|
|
#endif
|
|
}
|
|
else {
|
|
if(ent->s.eventParm < 0 && lights->targetname2) {
|
|
if(!Q_stricmp(lights->targetname2, va("%s_dn", ent->target))) {
|
|
lights->use(lights, lights, ent);
|
|
#ifdef G_LUA
|
|
if(lights->luaUse)
|
|
LuaHook_G_EntityUse(lights->luaUse, lights-g_entities, ent-g_entities, ent-g_entities);
|
|
#endif
|
|
}
|
|
} else if(ent->s.eventParm > 0 && lights->targetname2) {
|
|
if(!Q_stricmp(lights->targetname2, va("%s_up", ent->target))) {
|
|
lights->use(lights, lights, ent);
|
|
#ifdef G_LUA
|
|
if(lights->luaUse)
|
|
LuaHook_G_EntityUse(lights->luaUse, lights-g_entities, ent-g_entities, ent-g_entities);
|
|
#endif
|
|
}
|
|
} else {
|
|
lights->use(lights, lights, ent);
|
|
#ifdef G_LUA
|
|
if(lights->luaUse)
|
|
LuaHook_G_EntityUse(lights->luaUse, lights-g_entities, ent-g_entities, ent-g_entities);
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
lights = NULL;
|
|
while ( ( lights = G_Find( lights, FOFS( targetname ), otherLift->target ) ) != NULL )
|
|
{
|
|
if ( !Q_stricmp( lights->classname, "func_usable" ) )
|
|
{
|
|
if(!rpg_calcLiftTravelDuration.integer) {
|
|
lights->use( lights, lights, ent );
|
|
#ifdef G_LUA
|
|
if(lights->luaUse)
|
|
LuaHook_G_EntityUse(lights->luaUse, lights-g_entities, ent-g_entities, ent-g_entities);
|
|
#endif
|
|
}
|
|
else {
|
|
if(ent->s.eventParm < 0 && lights->targetname2) {
|
|
if(!Q_stricmp(lights->targetname2, va("%s_dn", otherLift->target))) {
|
|
lights->use(lights, lights, ent);
|
|
#ifdef G_LUA
|
|
if(lights->luaUse)
|
|
LuaHook_G_EntityUse(lights->luaUse, lights-g_entities, ent-g_entities, ent-g_entities);
|
|
#endif
|
|
}
|
|
} else if(ent->s.eventParm && lights->targetname2) {
|
|
if(!Q_stricmp(lights->targetname2, va("%s_up", otherLift->target))) {
|
|
lights->use(lights, lights, ent);
|
|
#ifdef G_LUA
|
|
if(lights->luaUse)
|
|
LuaHook_G_EntityUse(lights->luaUse, lights-g_entities, ent-g_entities, ent-g_entities);
|
|
#endif
|
|
}
|
|
} else {
|
|
lights->use(lights, lights, ent);
|
|
#ifdef G_LUA
|
|
if(lights->luaUse)
|
|
LuaHook_G_EntityUse(lights->luaUse, lights-g_entities, ent-g_entities, ent-g_entities);
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef XTRA
|
|
// check for shader remaps
|
|
if(rpg_calcLiftTravelDuration.integer) {
|
|
if((ent->truename && otherLift->truename) || (ent->falsename && otherLift->falsename)) {
|
|
f = level.time * 0.001;
|
|
AddRemap(ent->targetShaderName, ent->targetShaderName, f);
|
|
AddRemap(otherLift->targetShaderName, otherLift->targetShaderName, f);
|
|
}
|
|
trap_SetConfigstring(CS_SHADERSTATE, BuildShaderStateConfig());
|
|
}
|
|
#endif
|
|
|
|
//next phase, teleport player
|
|
ent->nextthink = level.time + ent->sound1to2;
|
|
ent->think = target_turbolift_unlock;
|
|
}
|
|
|
|
//TiM - we'll have two sets of teleports, so let's re-use this
|
|
static void TeleportPlayers ( gentity_t* ent, gentity_t* targetLift, int numEnts, int *touch )
|
|
{
|
|
int i = 0;
|
|
gentity_t *player=NULL;
|
|
float dist;
|
|
vec3_t temp;
|
|
vec3_t angles;
|
|
vec3_t newOrigin;
|
|
vec3_t viewAng;
|
|
|
|
if ( numEnts <= 0 )
|
|
return;
|
|
|
|
for ( i = 0; i < numEnts; i++ )
|
|
{
|
|
player = &g_entities[touch[i]];
|
|
|
|
if ( !player->client )
|
|
continue;
|
|
|
|
//to teleport them, we need two things. Their distance and angle from the origin
|
|
VectorSubtract( player->client->ps.origin, ent->s.origin, temp );
|
|
|
|
//distance + angles
|
|
dist = VectorLength( temp );
|
|
VectorNormalize( temp );
|
|
vectoangles( temp, angles );
|
|
|
|
angles[YAW] = AngleNormalize360( angles[YAW] - ent->s.angles[YAW] );
|
|
|
|
//now... calc their new origin and view angles
|
|
angles[YAW] = AngleNormalize360( angles[YAW] + targetLift->s.angles[YAW] );
|
|
AngleVectors( angles, temp, NULL, NULL );
|
|
|
|
VectorMA( targetLift->s.origin, dist, temp, newOrigin );
|
|
|
|
VectorCopy( player->client->ps.viewangles, viewAng );
|
|
viewAng[YAW] = AngleNormalize360( viewAng[YAW] + ( targetLift->s.angles[YAW] - ent->s.angles[YAW] ) );
|
|
|
|
TeleportPlayer( player, newOrigin, viewAng, TP_TURBO );
|
|
}
|
|
}
|
|
|
|
#ifdef Q3_VM
|
|
static void target_turbolift_TeleportPlayers ( gentity_t *ent )
|
|
{
|
|
gentity_t *targetLift;
|
|
vec3_t mins, maxs;
|
|
float time;
|
|
|
|
//store both sets of data so they can be swapped at the same time
|
|
int liftTouch[MAX_GENTITIES];
|
|
int targetLiftTouch[MAX_GENTITIES];
|
|
int liftNumEnts;
|
|
int targetLiftNumEnts;
|
|
|
|
//teleport the players
|
|
targetLift = &g_entities[ent->count];
|
|
|
|
if ( !targetLift ) {
|
|
target_turbolift_unlock( ent );
|
|
return;
|
|
}
|
|
|
|
//scan the turbo region for players
|
|
//in the current lift
|
|
{
|
|
VectorCopy( ent->r.maxs, maxs );
|
|
VectorCopy( ent->r.mins, mins );
|
|
|
|
liftNumEnts = trap_EntitiesInBox( mins, maxs, liftTouch, MAX_GENTITIES );
|
|
}
|
|
|
|
//the target lift
|
|
{
|
|
VectorCopy( targetLift->r.maxs, maxs );
|
|
VectorCopy( targetLift->r.mins, mins );
|
|
|
|
targetLiftNumEnts = trap_EntitiesInBox( mins, maxs, targetLiftTouch, MAX_GENTITIES );
|
|
}
|
|
|
|
//TiM - Teleport the players from the other target to this one
|
|
TeleportPlayers( targetLift, ent, targetLiftNumEnts, targetLiftTouch );
|
|
|
|
//TiM - Teleport the main players
|
|
TeleportPlayers( ent, targetLift, liftNumEnts, liftTouch );
|
|
|
|
if(rpg_calcLiftTravelDuration.integer) {
|
|
time = targetLift->health - ent->health;
|
|
if(time < 0)
|
|
time *= -1;
|
|
time *= rpg_liftDurationModifier.value;
|
|
time *= 1000;
|
|
ent->think = target_turbolift_endMove;
|
|
ent->nextthink = level.time + (time * 0.5f);
|
|
} else {
|
|
//first thing's first
|
|
ent->think = target_turbolift_endMove;
|
|
ent->nextthink = level.time + (ent->wait*0.5f);
|
|
}
|
|
}
|
|
#else
|
|
static void target_turbolift_TeleportPlayers ( gentity_t *ent )
|
|
{
|
|
gentity_t *targetLift;
|
|
vec3_t mins, maxs;
|
|
float time;
|
|
|
|
//store both sets of data so they can be swapped at the same time
|
|
int *liftTouch;
|
|
int *targetLiftTouch;
|
|
int liftNumEnts;
|
|
int targetLiftNumEnts;
|
|
|
|
//teleport the players
|
|
targetLift = &g_entities[ent->count];
|
|
|
|
if ( !targetLift ) {
|
|
target_turbolift_unlock( ent );
|
|
return;
|
|
}
|
|
|
|
liftTouch = (int *)malloc(MAX_GENTITIES * sizeof(int));
|
|
if(!liftTouch) {
|
|
target_turbolift_unlock( ent );
|
|
return;
|
|
}
|
|
|
|
//scan the turbo region for players
|
|
//in the current lift
|
|
{
|
|
if(!ent->tmpEntity) {
|
|
VectorCopy( ent->r.maxs, maxs );
|
|
VectorCopy( ent->r.mins, mins );
|
|
} else {
|
|
VectorAdd(ent->r.maxs, ent->s.origin, maxs);
|
|
VectorAdd(ent->r.mins, ent->s.origin, mins);
|
|
}
|
|
|
|
liftNumEnts = trap_EntitiesInBox( mins, maxs, liftTouch, MAX_GENTITIES );
|
|
}
|
|
|
|
targetLiftTouch = (int *)malloc(MAX_GENTITIES * sizeof(int));
|
|
if(!targetLiftTouch) {
|
|
target_turbolift_unlock( ent );
|
|
free(liftTouch);
|
|
return;
|
|
}
|
|
|
|
//the target lift
|
|
{
|
|
if(!targetLift->tmpEntity) {
|
|
VectorCopy( targetLift->r.maxs, maxs );
|
|
VectorCopy( targetLift->r.mins, mins );
|
|
} else {
|
|
VectorAdd(targetLift->r.maxs, targetLift->s.origin, maxs);
|
|
VectorAdd(targetLift->r.mins, targetLift->s.origin, mins);
|
|
}
|
|
|
|
targetLiftNumEnts = trap_EntitiesInBox( mins, maxs, targetLiftTouch, MAX_GENTITIES );
|
|
}
|
|
|
|
//TiM - Teleport the players from the other target to this one
|
|
TeleportPlayers( targetLift, ent, targetLiftNumEnts, targetLiftTouch );
|
|
|
|
//TiM - Teleport the main players
|
|
TeleportPlayers( ent, targetLift, liftNumEnts, liftTouch );
|
|
|
|
if(rpg_calcLiftTravelDuration.integer) {
|
|
time = targetLift->health - ent->health;
|
|
if(time < 0)
|
|
time *= -1;
|
|
time *= rpg_liftDurationModifier.value;
|
|
time *= 1000;
|
|
ent->think = target_turbolift_endMove;
|
|
ent->nextthink = level.time + (time * 0.5f);
|
|
} else {
|
|
//first thing's first
|
|
ent->think = target_turbolift_endMove;
|
|
ent->nextthink = level.time + (ent->wait*0.5f);
|
|
}
|
|
|
|
free(liftTouch);
|
|
free(targetLiftTouch);
|
|
}
|
|
#endif
|
|
|
|
|
|
static void target_turbolift_startSoundEnd(gentity_t *ent) {
|
|
ent->nextthink = -1;
|
|
ent->parent->r.svFlags &= ~SVF_NOCLIENT;
|
|
ent->touched->r.svFlags &= ~SVF_NOCLIENT;
|
|
}
|
|
|
|
static void target_turbolift_startMove ( gentity_t *ent )
|
|
{
|
|
gentity_t* lights=NULL;
|
|
gentity_t* otherLift=NULL;
|
|
gentity_t* tent=NULL;
|
|
float time = 0, time2 = 0;
|
|
|
|
#ifdef XTRA
|
|
float f = 0;
|
|
#endif
|
|
|
|
otherLift = &g_entities[ent->count];
|
|
if ( !otherLift )
|
|
{
|
|
target_turbolift_unlock( ent );
|
|
return;
|
|
}
|
|
|
|
//play move sound
|
|
if( rpg_calcLiftTravelDuration.integer ) {
|
|
time = time2 = ent->health - otherLift->health;
|
|
if(time < 0)
|
|
time *= -1;
|
|
if(ent->sound2to1) {
|
|
if( rpg_liftDurationModifier.value * 1000 * time >= ent->distance * 1000 ) {
|
|
tent = G_Spawn();
|
|
tent->think = target_turbolift_startSoundEnd;
|
|
tent->nextthink = level.time + (ent->distance * 1000);
|
|
tent->parent = ent;
|
|
tent->touched = otherLift;
|
|
G_AddEvent(ent, EV_GENERAL_SOUND, ent->sound2to1);
|
|
}
|
|
} else {
|
|
ent->r.svFlags &= ~SVF_NOCLIENT;
|
|
otherLift->r.svFlags &= ~SVF_NOCLIENT;
|
|
}
|
|
} else {
|
|
ent->r.svFlags &= ~SVF_NOCLIENT;
|
|
|
|
otherLift->r.svFlags &= ~SVF_NOCLIENT;
|
|
}
|
|
//show flashy bits
|
|
//find any usables parented to the lift ent, and use them
|
|
{
|
|
while ( ( lights = G_Find( lights, FOFS( targetname ), ent->target ) ) != NULL )
|
|
{
|
|
if ( !Q_stricmp( lights->classname, "func_usable" ) )
|
|
{
|
|
if(!rpg_calcLiftTravelDuration.integer) {
|
|
lights->use( lights, lights, ent );
|
|
#ifdef G_LUA
|
|
if(lights->luaUse)
|
|
LuaHook_G_EntityUse(lights->luaUse, lights-g_entities, ent-g_entities, ent-g_entities);
|
|
#endif
|
|
}
|
|
else {
|
|
if ( time2 < 0 && lights->targetname2 ) {
|
|
if(!Q_stricmp(lights->targetname2, va("%s_dn", ent->target))) {
|
|
lights->use(lights, lights, ent );
|
|
#ifdef G_LUA
|
|
if(lights->luaUse)
|
|
LuaHook_G_EntityUse(lights->luaUse, lights-g_entities, ent-g_entities, ent-g_entities);
|
|
#endif
|
|
}
|
|
} else if ( time2 > 0 && lights->targetname2 ) {
|
|
if(!Q_stricmp(lights->targetname2, va("%s_up", ent->target))) {
|
|
lights->use(lights, lights, ent );
|
|
#ifdef G_LUA
|
|
if(lights->luaUse)
|
|
LuaHook_G_EntityUse(lights->luaUse, lights-g_entities, ent-g_entities, ent-g_entities);
|
|
#endif
|
|
}
|
|
} else {
|
|
lights->use( lights, lights, ent);
|
|
#ifdef G_LUA
|
|
if(lights->luaUse)
|
|
LuaHook_G_EntityUse(lights->luaUse, lights-g_entities, ent-g_entities, ent-g_entities);
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
lights = NULL;
|
|
while ( ( lights = G_Find( lights, FOFS( targetname ), otherLift->target ) ) != NULL )
|
|
{
|
|
if ( !Q_stricmp( lights->classname, "func_usable" ) )
|
|
{
|
|
if(!rpg_calcLiftTravelDuration.integer) {
|
|
lights->use( lights, lights, ent );
|
|
#ifdef G_LUA
|
|
if(lights->luaUse)
|
|
LuaHook_G_EntityUse(lights->luaUse, lights-g_entities, ent-g_entities, ent-g_entities);
|
|
#endif
|
|
}
|
|
else {
|
|
if(time2 < 0 && lights->targetname2) {
|
|
if(!Q_stricmp(lights->targetname2, va("%s_dn", otherLift->target))) {
|
|
lights->use(lights, lights, ent);
|
|
#ifdef G_LUA
|
|
if(lights->luaUse);
|
|
LuaHook_G_EntityUse(lights->luaUse, lights-g_entities, ent-g_entities, ent-g_entities);
|
|
#endif
|
|
}
|
|
} else if(time2 > 0 && lights->targetname2) {
|
|
if(!Q_stricmp(lights->targetname2, va("%s_up", otherLift->target))) {
|
|
lights->use(lights, lights, ent);
|
|
#ifdef G_LUA
|
|
if(lights->luaUse)
|
|
LuaHook_G_EntityUse(lights->luaUse, lights-g_entities, ent-g_entities, ent-g_entities);
|
|
#endif
|
|
}
|
|
} else {
|
|
lights->use(lights, lights, ent);
|
|
#ifdef G_LUA
|
|
if(lights->luaUse)
|
|
LuaHook_G_EntityUse(lights->luaUse, lights-g_entities, ent-g_entities, ent-g_entities);
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef XTRA
|
|
// check for shader remaps
|
|
if(rpg_calcLiftTravelDuration.integer) {
|
|
if(time2 < 0 && ent->truename && otherLift->truename) {
|
|
f = level.time * 0.001;
|
|
AddRemap(ent->targetShaderName, ent->truename, f);
|
|
AddRemap(otherLift->targetShaderName, otherLift->truename, f);
|
|
} else if(time2 > 0 && ent->falsename && otherLift->falsename) {
|
|
f = level.time * 0.001;
|
|
AddRemap(ent->targetShaderName, ent->falsename, f);
|
|
AddRemap(otherLift->targetShaderName, otherLift->falsename, f);
|
|
}
|
|
trap_SetConfigstring(CS_SHADERSTATE, BuildShaderStateConfig());
|
|
}
|
|
#endif
|
|
|
|
if(rpg_calcLiftTravelDuration.integer) {
|
|
/*time = ent->health - otherLift->health;
|
|
if(time < 0)
|
|
time *= -1;*/
|
|
ent->s.eventParm = time2;
|
|
time *= rpg_liftDurationModifier.value;
|
|
time *= 1000;
|
|
ent->s.time2 = level.time + time;
|
|
otherLift->s.time2 = level.time + time;
|
|
ent->nextthink = level.time + (time * 0.5f);
|
|
ent->think = target_turbolift_TeleportPlayers;
|
|
} else {
|
|
//sent to the client for client-side rotation
|
|
ent->s.time2 = level.time+ent->wait;
|
|
otherLift->s.time2 = level.time+ent->wait;
|
|
|
|
//next phase, teleport player
|
|
ent->nextthink = level.time + (ent->wait*0.5f);
|
|
ent->think = target_turbolift_TeleportPlayers;
|
|
}
|
|
}
|
|
|
|
static void target_turbolift_shutDoors ( gentity_t *ent )
|
|
{
|
|
gentity_t* door=NULL;
|
|
gentity_t* otherLift=NULL;
|
|
|
|
otherLift = &g_entities[ent->count];
|
|
if ( !otherLift )
|
|
{
|
|
target_turbolift_unlock( ent );
|
|
return;
|
|
}
|
|
|
|
while ( ( door = G_Find( door, FOFS( targetname ), ent->target )) != NULL )
|
|
{
|
|
if ( !Q_stricmp( door->classname, "func_door" ) )
|
|
{
|
|
if ( door->moverState != MOVER_POS1 ) {
|
|
ent->nextthink = level.time + 500;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
door = NULL;
|
|
while ( ( door = G_Find( door, FOFS( targetname ), otherLift->target )) != NULL )
|
|
{
|
|
if ( !Q_stricmp( door->classname, "func_door" ) )
|
|
{
|
|
if ( door->moverState != MOVER_POS1 ) {
|
|
ent->nextthink = level.time + 500;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
//start phase 3
|
|
ent->think = target_turbolift_startMove;
|
|
ent->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
void target_turbolift_start ( gentity_t *self )
|
|
{
|
|
gentity_t* otherLift;
|
|
|
|
//get target deck number lift entity
|
|
otherLift = &g_entities[self->count];
|
|
|
|
if ( !otherLift )
|
|
{
|
|
target_turbolift_unlock( self );
|
|
return;
|
|
}
|
|
|
|
//phase 1 - lock turbolift doors
|
|
//lock the doors on both lifts
|
|
{
|
|
gentity_t *door=NULL;
|
|
|
|
while ( ( door = G_Find( door, FOFS( targetname ), self->target )) != NULL )
|
|
{
|
|
if ( !Q_stricmp( door->classname, "func_door" ) )
|
|
{
|
|
door->flags |= FL_CLAMPED;
|
|
if ( door->moverState != MOVER_POS1 )
|
|
{
|
|
door->nextthink = level.time;
|
|
}
|
|
}
|
|
}
|
|
|
|
door = NULL;
|
|
while ( ( door = G_Find( door, FOFS( targetname ), otherLift->target )) != NULL )
|
|
{
|
|
if ( !Q_stricmp( door->classname, "func_door" ) )
|
|
{
|
|
door->flags |= FL_CLAMPED;
|
|
if ( door->moverState != MOVER_POS1 )
|
|
{
|
|
door->nextthink = level.time;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//phase 2 - wait until both doors are shut
|
|
self->think = target_turbolift_shutDoors;
|
|
self->nextthink = level.time + 500;
|
|
}
|
|
|
|
static void target_turbolift_use( gentity_t *self, gentity_t *other, gentity_t *activator)
|
|
{
|
|
if(!Q_stricmp(self->swapname, activator->target)) {
|
|
if(self->soundPos1)
|
|
G_AddEvent(self, EV_GENERAL_SOUND, self->soundPos1);
|
|
self->flags ^= FL_LOCKED;
|
|
}
|
|
|
|
if(self->flags & FL_LOCKED) return;
|
|
|
|
if ( self->count > 0 )
|
|
{
|
|
trap_SendServerCommand( activator-g_entities, "print \"Unable to comply. The lift is currently in use.\n\" " );
|
|
return;
|
|
}
|
|
|
|
//trap_SendServerCommand( activator-g_entities, va( "lift %i", (int)(self-g_entities) ) );
|
|
trap_SendServerCommand( activator-g_entities, "lift" );
|
|
}
|
|
|
|
extern void BG_LanguageFilename(char *baseName,char *baseExtension,char *finalName);
|
|
|
|
/*
|
|
QUAKED target_turbolift (.5 .5 .5) ? x x x x x x x x OFFLINE
|
|
Turbolifts are delayed teleporters that send players between
|
|
each other, maintaining their view and position so the transition is seamless.
|
|
If you target this entity with a func_usable, upon activating that useable,
|
|
a menu will appear to select decks. If you target any useables with this
|
|
entity, they'll be triggered when the sequence starts (ie scrolling light texture brushes).
|
|
If rpg_calcLiftTravelDuration is set to one it is possible to have two usables targeted, one for the
|
|
up and one for the down driection in order to use this set targetname2 of those to
|
|
<targetname>_up and <targetname>_dn.
|
|
If you target any doors with this entity, they will shut and lock for this sequence.
|
|
For the angles, the entity's angle must be aimed at the main set of doors to the lift area.
|
|
|
|
OFFLINE Turbolift is offline at start
|
|
|
|
"deck" - which deck number this is (You can have multiple lifts of the same deck. Entity fails spawn if not specified)
|
|
"deckName" - name of the main features on this deck (Appears in the deck menu, defaults to 'Unknown')
|
|
"wait" - number of seconds to wait until teleporting the players (1000 = 1 second, default 3000)
|
|
"soundLoop" - looping sound that plays in the wait period (Defaults to EF SP's sound. '*' for none)
|
|
"soundEnd" - sound that plays as the wait period ends. (Defaults to EF SP's sound. '*' for none)
|
|
"soundStart - sound that plays when the lift starts moving
|
|
"soundStartLength" - how long the start sound is in seconds
|
|
"soundDeactivate" - sound to play if player tries to use an deactivated turbolift
|
|
"waitEnd" - how long to wait from the lift stopping to the doors opening (default 1000 )
|
|
"swapname" - toggles turbolift on/off
|
|
"targetShaderName" - lights off shader
|
|
"falsename" - lights up
|
|
"truename" - lights down
|
|
*/
|
|
|
|
void SP_target_turbolift ( gentity_t *self )
|
|
{
|
|
int i;
|
|
char* loopSound;
|
|
char* endSound;
|
|
char* idleSound;
|
|
char* startSound;
|
|
char* deactSound;
|
|
int len;
|
|
fileHandle_t f;
|
|
char fileRoute[MAX_QPATH];
|
|
char mapRoute[MAX_QPATH];
|
|
char serverInfo[MAX_TOKEN_CHARS];
|
|
|
|
//cache the moving sounds
|
|
G_SpawnString( "soundLoop", "sound/movers/plats/turbomove.wav", &loopSound );
|
|
G_SpawnString( "soundEnd", "sound/movers/plats/turbostop.wav", &endSound );
|
|
G_SpawnString( "soundIdle", "100", &idleSound);
|
|
G_SpawnString( "soundStart", "100", &startSound);
|
|
G_SpawnFloat( "soundStartLength", "100", &self->distance);
|
|
G_SpawnString( "soundDeactivate", "100", &deactSound );
|
|
|
|
self->s.loopSound = G_SoundIndex( loopSound ); //looping sound
|
|
self->s.otherEntityNum2 = G_SoundIndex( endSound ); //End Phase sound
|
|
/*self->soundLocked = G_SoundIndex( idleSound );*/
|
|
self->n00bCount = G_SoundIndex( idleSound );
|
|
self->sound2to1 = G_SoundIndex( startSound );
|
|
self->soundPos1 = G_SoundIndex( deactSound );
|
|
|
|
if(self->spawnflags & 512)
|
|
self->flags ^= FL_LOCKED;
|
|
|
|
//get deck num
|
|
G_SpawnInt( "deck", "0", &i );
|
|
//kill the ent if it isn't valid
|
|
if ( i <= 0 && !(self->tmpEntity))
|
|
{
|
|
G_Printf( S_COLOR_RED "ERROR: A turbolift entity does not have a valid deck number!\n" );
|
|
G_FreeEntity( self );
|
|
return;
|
|
}
|
|
|
|
if(!self->tmpEntity)
|
|
self->health = i;
|
|
self->count = 0; //target/targetted lift
|
|
G_SpawnFloat( "wait", "3000", &self->wait );
|
|
G_SpawnInt( "waitEnd", "1000", &self->sound1to2 );
|
|
|
|
if(!self->tmpEntity)
|
|
trap_SetBrushModel( self, self->model );
|
|
self->r.contents = CONTENTS_TRIGGER; // replaces the -1 from trap_SetBrushModel
|
|
self->r.svFlags = SVF_NOCLIENT;
|
|
self->s.eType = ET_TURBOLIFT; //TiM - Client-side sound FX
|
|
|
|
trap_LinkEntity( self );
|
|
|
|
VectorCopy( self->r.mins, self->s.angles2 );
|
|
VectorCopy( self->r.maxs, self->s.origin2 );
|
|
|
|
VectorAverage( self->r.mins, self->r.maxs, self->s.origin );
|
|
G_SetOrigin( self, self->s.origin );
|
|
|
|
//insert code to worry about deck name later
|
|
self->use = target_turbolift_use;
|
|
|
|
if ( level.numDecks >= MAX_DECKS )
|
|
return;
|
|
|
|
//get the map name out of the server data
|
|
trap_GetServerinfo( serverInfo, sizeof( serverInfo ) );
|
|
|
|
//TiM - Configure the deck number and description into a config string
|
|
Com_sprintf( mapRoute, sizeof( mapRoute ), "maps/%s", Info_ValueForKey( serverInfo, "mapname" ) );
|
|
BG_LanguageFilename( mapRoute, "turbolift", fileRoute );
|
|
|
|
//Check for a turbolift cfg
|
|
len = trap_FS_FOpenFile( fileRoute, &f, FS_READ );
|
|
trap_FS_FCloseFile( f );
|
|
|
|
//if no file was found, resort to the string system.
|
|
//BUT! we shouldn't rely on this system if we can
|
|
if ( len <= 0 )
|
|
{
|
|
char infoString[MAX_TOKEN_CHARS];
|
|
char* deckNamePtr;
|
|
char deckName[57];
|
|
gentity_t* prevDeck=NULL;
|
|
qboolean deckFound=qfalse;
|
|
|
|
while ( ( prevDeck = G_Find( prevDeck, FOFS( classname ), "target_turbolift" ) ) != NULL )
|
|
{
|
|
if ( prevDeck != self && prevDeck->health == self->health )
|
|
{
|
|
deckFound = qtrue;
|
|
break;
|
|
}
|
|
}
|
|
|
|
//this deck number hasn't been registered b4
|
|
if ( !deckFound )
|
|
{
|
|
G_SpawnString( "deckName", "Unknown", &deckNamePtr );
|
|
Q_strncpyz( deckName, deckNamePtr, sizeof( deckName ) );
|
|
|
|
trap_GetConfigstring( CS_TURBOLIFT_DATA, infoString, sizeof( infoString ) );
|
|
|
|
if ( !infoString[0] )
|
|
{
|
|
Com_sprintf( infoString, sizeof( infoString ), "d%i\\%i\\n%i\\%s\\", level.numDecks, self->health, level.numDecks, deckName );
|
|
}
|
|
else
|
|
{
|
|
Com_sprintf( infoString, sizeof( infoString ), "%sd%i\\%i\\n%i\\%s\\", infoString, level.numDecks, self->health, level.numDecks, deckName );
|
|
}
|
|
|
|
trap_SetConfigstring( CS_TURBOLIFT_DATA, infoString );
|
|
level.numDecks++;
|
|
}
|
|
}
|
|
|
|
level.numBrushEnts++;
|
|
}
|
|
|
|
|
|
|
|
/* ==============
|
|
END MODIFICATION
|
|
===============*/
|
|
|
|
//RPG-X | GSIO01 | 08/05/2009
|
|
/*QUAKED target_doorlock (1 0 0) (-8 -8 -8) (8 8 8) PRIVATE
|
|
Locks/Unlocks a door.
|
|
|
|
PRIVATE if set, lockMsg/unlockMsg are only printed for activator
|
|
|
|
"target" breakable to repair (either it's targetname or it's targetname2)
|
|
"lockMsg" message printed if door gets locked
|
|
"unlockMsg" message printed if door gets unlocked
|
|
*/
|
|
void target_doorLock_use(gentity_t *ent, gentity_t *other, gentity_t* activator) {
|
|
gentity_t *target = NULL;
|
|
target = G_Find(NULL, FOFS(targetname2), ent->target);
|
|
if(!target)
|
|
return;
|
|
if(!(target->flags & FL_LOCKED)) {
|
|
if(ent->swapname) {
|
|
if((ent->spawnflags & 1) && activator && activator->client)
|
|
trap_SendServerCommand(activator-g_entities, va("servermsg %s", ent->swapname));
|
|
else
|
|
trap_SendServerCommand(-1, va("servermsg %s", ent->swapname));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(ent->truename) {
|
|
if((ent->spawnflags & 1) && activator && activator->client)
|
|
trap_SendServerCommand(activator-g_entities, va("servermsg %s", ent->truename));
|
|
else
|
|
trap_SendServerCommand(-1, va("servermsg %s", ent->truename));
|
|
}
|
|
}
|
|
if(!Q_stricmp(target->classname, "func_door") || !Q_stricmp(target->classname, "func_door_rotating")) {
|
|
target->flags ^= FL_LOCKED;
|
|
} else {
|
|
G_Printf("Target %s of target_doorlock at %s is not a door!\n");
|
|
return;
|
|
}
|
|
}
|
|
|
|
void SP_target_doorLock(gentity_t *ent) {
|
|
char *temp;
|
|
if(!ent->target) {
|
|
G_Printf("target_doorlock at %s without target!\n");
|
|
G_FreeEntity(ent);
|
|
return;
|
|
}
|
|
G_SpawnString("lockMsg", "", &temp);
|
|
ent->swapname = G_NewString(temp); // ent->swapnmae = temp or strcpy(...) screws everthing up
|
|
G_SpawnString("unlockMsg", "", &temp);
|
|
ent->truename = G_NewString(temp);
|
|
ent->use = target_doorLock_use;
|
|
|
|
// don't need to send this to clients
|
|
ent->r.svFlags &= SVF_NOCLIENT;
|
|
trap_LinkEntity(ent);
|
|
}
|
|
|
|
//RPG-X | GSIO01 | 11/05/2009 | MOD START
|
|
#ifndef XTRA
|
|
/*QUAKED target_alert (1 0 0) (-8 -8 -8) (8 8 8) SOUND_TOGGLE SOUND_OFF
|
|
This entity acts like 3-Alert-Conditions scripts.
|
|
|
|
Any of the func_usables that are used as buttons must have the NO_ACTIVATOR spawnflag.
|
|
|
|
SOUND_TOGGLE if set the alert sound can be toggled on/off by using the alerts trigger again.
|
|
SOUND_OFF if SOUND_TOGGLE is set, the alert will be silent at beginning
|
|
|
|
"greenname" the trigger for green alert should target this
|
|
"yellowname" the trigger for yellow alert should target this
|
|
"redname" the trigger for red alert should target this
|
|
"bluename" the trigger for blue alert should target this
|
|
"greentarget" anything that should be toggled when activating green alert
|
|
"yellowtarget" anything that should be toggled when activating yellow alert
|
|
"redtarget" anything that should be toggled when activating red alert
|
|
"bluetarget" anything that should be toggled when activating blue alert
|
|
"greensnd" targetname of target_speaker with sound for green alert
|
|
"yellowsnd" targetname of target_speaker with sound for yellow alert
|
|
"redsnd" targetname of target_speaker with sound for red alert
|
|
"bluesnd" targetname of target_speaker with sound for blue alert
|
|
*/
|
|
void target_alert_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
|
|
if(!Q_stricmp(activator->target, ent->swapname)) {
|
|
if(ent->damage == 0) {
|
|
if(ent->spawnflags & 1) {
|
|
ent->health = !ent->health;
|
|
ent->target = ent->greensound;
|
|
G_UseTargets(ent, ent);
|
|
}
|
|
} else {
|
|
switch(ent->damage) {
|
|
case 1: // yellow
|
|
if(ent->health) {
|
|
ent->target = ent->yellowsound;
|
|
G_UseTargets(ent, ent);
|
|
ent->health = !ent->health;
|
|
}
|
|
/*if(!ent->spawnflags) {
|
|
ent->target = ent->yellowsound;
|
|
G_UseTargets(ent, ent);
|
|
}*/
|
|
ent->target = ent->falsetarget;
|
|
G_UseTargets(ent, ent);
|
|
break;
|
|
case 2: // red
|
|
if(ent->health) {
|
|
ent->target = ent->redsound;
|
|
G_UseTargets(ent, ent);
|
|
ent->health = !ent->health;
|
|
}
|
|
/*if(!ent->spawnflags) {
|
|
ent->target = ent->redsound;
|
|
G_UseTargets(ent, ent);
|
|
}*/
|
|
ent->target = ent->paintarget;
|
|
G_UseTargets(ent, ent);
|
|
break;
|
|
case 3: // blue
|
|
if(ent->health) {
|
|
ent->target = ent->bluesound;
|
|
G_UseTargets(ent, ent);
|
|
ent->health = !ent->health;
|
|
}
|
|
/*if(!ent->spawnflags) {
|
|
ent->target = ent->bluesound;
|
|
G_UseTargets(ent, ent);
|
|
}*/
|
|
ent->target = ent->targetname2;
|
|
G_UseTargets(ent, ent);
|
|
break;
|
|
}
|
|
if(!ent->spawnflags) {
|
|
ent->target = ent->greensound;
|
|
G_UseTargets(ent, ent);
|
|
} else if(ent->spawnflags & 2) {
|
|
ent->health = 0;
|
|
} else {
|
|
if(ent->spawnflags) {
|
|
ent->target = ent->greensound;
|
|
G_UseTargets(ent, ent);
|
|
ent->health = 1;
|
|
}
|
|
}
|
|
ent->target = ent->truetarget;
|
|
G_UseTargets(ent, ent);
|
|
ent->damage = 0;
|
|
}
|
|
} else if(!Q_stricmp(activator->target, ent->truename)) {
|
|
if(ent->damage == 1) {
|
|
if(ent->spawnflags & 1) {
|
|
ent->health = !ent->health;
|
|
ent->target = ent->yellowsound;
|
|
G_UseTargets(ent, ent);
|
|
}
|
|
} else {
|
|
switch(ent->damage) {
|
|
case 0: // green
|
|
if(ent->health) {
|
|
ent->target = ent->greensound;
|
|
G_UseTargets(ent, ent);
|
|
ent->health = !ent->health;
|
|
}
|
|
/*if(!ent->spawnflags) {
|
|
ent->target = ent->greensound;
|
|
G_UseTargets(ent, ent);
|
|
}*/
|
|
ent->target = ent->truetarget;
|
|
G_UseTargets(ent, ent);
|
|
break;
|
|
case 2: // red
|
|
if(ent->health) {
|
|
ent->target = ent->redsound;
|
|
G_UseTargets(ent, ent);
|
|
ent->health = !ent->health;
|
|
}
|
|
/*if(!ent->spawnflags) {
|
|
ent->target = ent->redsound;
|
|
G_UseTargets(ent, ent);
|
|
}*/
|
|
ent->target = ent->paintarget;
|
|
G_UseTargets(ent, ent);
|
|
break;
|
|
case 3: // blue
|
|
if(ent->health) {
|
|
ent->target = ent->bluesound;
|
|
G_UseTargets(ent, ent);
|
|
ent->health = !ent->health;
|
|
}
|
|
/*if(!ent->spawnflags) {
|
|
ent->target = ent->bluesound;
|
|
G_UseTargets(ent, ent);
|
|
}*/
|
|
ent->target = ent->targetname2;
|
|
G_UseTargets(ent, ent);
|
|
break;
|
|
}
|
|
if(!ent->spawnflags) {
|
|
ent->target = ent->yellowsound;
|
|
G_UseTargets(ent, ent);
|
|
} else if(ent->spawnflags & 2) {
|
|
ent->health = 0;
|
|
} else {
|
|
if(ent->spawnflags) {
|
|
ent->target = ent->yellowsound;
|
|
G_UseTargets(ent, ent);
|
|
ent->health = 1;
|
|
}
|
|
}
|
|
ent->target = ent->falsetarget;
|
|
G_UseTargets(ent, ent);
|
|
ent->damage = 1;
|
|
}
|
|
} else if(!Q_stricmp(activator->target, ent->falsename)) {
|
|
if(ent->damage == 2) {
|
|
if(ent->spawnflags & 1) {
|
|
ent->health = !ent->health;
|
|
ent->target = ent->redsound;
|
|
G_UseTargets(ent, ent);
|
|
}
|
|
} else {
|
|
switch(ent->damage) {
|
|
case 0: // green
|
|
if(ent->health) {
|
|
ent->target = ent->greensound;
|
|
G_UseTargets(ent, ent);
|
|
ent->health = !ent->health;
|
|
}
|
|
/*if(!ent->spawnflags) {
|
|
ent->target = ent->greensound;
|
|
G_UseTargets(ent, ent);
|
|
}*/
|
|
ent->target = ent->truetarget;
|
|
G_UseTargets(ent, ent);
|
|
break;
|
|
case 1: // ryellow
|
|
if(ent->health) {
|
|
ent->target = ent->yellowsound;
|
|
G_UseTargets(ent, ent);
|
|
ent->health = !ent->health;
|
|
}
|
|
/*if(!ent->spawnflags) {
|
|
ent->target = ent->yellowsound;
|
|
G_UseTargets(ent, ent);
|
|
}*/
|
|
ent->target = ent->falsetarget;
|
|
G_UseTargets(ent, ent);
|
|
break;
|
|
case 3: // blue
|
|
if(ent->health) {
|
|
ent->target = ent->bluesound;
|
|
G_UseTargets(ent, ent);
|
|
ent->health = !ent->health;
|
|
}
|
|
/*if(!ent->spawnflags) {
|
|
ent->target = ent->bluesound;
|
|
G_UseTargets(ent, ent);
|
|
}*/
|
|
ent->target = ent->targetname2;
|
|
G_UseTargets(ent, ent);
|
|
break;
|
|
}
|
|
if(!ent->spawnflags) {
|
|
ent->target = ent->redsound;
|
|
G_UseTargets(ent, ent);
|
|
} else if(ent->spawnflags & 2) {
|
|
ent->health = 0;
|
|
} else {
|
|
if(ent->spawnflags) {
|
|
ent->target = ent->redsound;
|
|
G_UseTargets(ent, ent);
|
|
ent->health = 1;
|
|
}
|
|
}
|
|
ent->target = ent->paintarget;
|
|
G_UseTargets(ent, ent);
|
|
ent->damage = 2;
|
|
}
|
|
} if(!Q_stricmp(activator->target, ent->bluename)) {
|
|
if(ent->damage == 3) {
|
|
if(ent->spawnflags & 1) {
|
|
ent->health = !ent->health;
|
|
ent->target = ent->bluesound;
|
|
G_UseTargets(ent, ent);
|
|
}
|
|
} else {
|
|
switch(ent->damage) {
|
|
case 0: // green
|
|
if(ent->health) {
|
|
ent->target = ent->greensound;
|
|
G_UseTargets(ent, ent);
|
|
ent->health = !ent->health;
|
|
}
|
|
/*if(!ent->spawnflags) {
|
|
ent->target = ent->greensound;
|
|
G_UseTargets(ent, ent);
|
|
}*/
|
|
ent->target = ent->truetarget;
|
|
G_UseTargets(ent, ent);
|
|
break;
|
|
case 1: // yellow
|
|
if(ent->health) {
|
|
ent->target = ent->yellowsound;
|
|
G_UseTargets(ent, ent);
|
|
ent->health = !ent->health;
|
|
}
|
|
/*if(!ent->spawnflags) {
|
|
ent->target = ent->yellowsound;
|
|
G_UseTargets(ent, ent);
|
|
}*/
|
|
ent->target = ent->falsetarget;
|
|
G_UseTargets(ent, ent);
|
|
break;
|
|
case 2: // red
|
|
if(ent->health) {
|
|
ent->target = ent->redsound;
|
|
G_UseTargets(ent, ent);
|
|
ent->health = !ent->health;
|
|
}
|
|
/*if(!ent->spawnflags) {
|
|
ent->target = ent->redsound;
|
|
G_UseTargets(ent, ent);
|
|
}*/
|
|
ent->target = ent->paintarget;
|
|
G_UseTargets(ent, ent);
|
|
break;
|
|
}
|
|
if(!ent->spawnflags) {
|
|
ent->target = ent->bluesound;
|
|
G_UseTargets(ent, ent);
|
|
} else if(ent->spawnflags & 2) {
|
|
ent->health = 0;
|
|
} else {
|
|
if(ent->spawnflags) {
|
|
ent->target = ent->bluesound;
|
|
G_UseTargets(ent, ent);
|
|
ent->health = 1;
|
|
}
|
|
}
|
|
ent->target = ent->targetname2;
|
|
G_UseTargets(ent, ent);
|
|
ent->damage = 3;
|
|
}
|
|
}
|
|
// Free activator if no classname <-- alert command
|
|
if(!activator->classname)
|
|
G_FreeEntity(activator);
|
|
}
|
|
#else
|
|
/*QUAKED target_alert (1 0 0) (-8 -8 -8) (8 8 8) SOUND_TOGGLE SOUND_OFF
|
|
This entity acts like 3-Alert-Conditions scripts.
|
|
|
|
Any of the func_usables that are used as buttons must have the NO_ACTIVATOR spawnflag.
|
|
|
|
SOUND_TOGGLE if set the alert sound can be toggled on/off by using the alerts trigger again.
|
|
SOUND_OFF if SOUND_TOGGLE is set, the alert will be silent at beginning
|
|
|
|
"greenname" the trigger for green alert should target this
|
|
"yellowname" the trigger for yellow alert should target this
|
|
"redname" the trigger for red alert should target this
|
|
"bluename" the trigger for blue alert should target this
|
|
"greentarget" anything that should be toggled when activating green alert
|
|
"yellowtarget" anything that should be toggled when activating yellow alert
|
|
"redtarget" anything that should be toggled when activating red alert
|
|
"bluetarget" anything that should be toggled when activating blue alert
|
|
"greensnd" targetname of target_speaker with sound for green alert
|
|
"yellowsnd" targetname of target_speaker with sound for yellow alert
|
|
"redsnd" targetname of target_speaker with sound for red alert
|
|
"bluesnd" targetname of target_speaker with sound for blue alert
|
|
|
|
----------shader remapping----------
|
|
"greenshader" shadername of condition green
|
|
"yellowshader" shadername of condition yellow
|
|
"redshader" shadername of condition red
|
|
"blueshader" shadername of condition blue
|
|
|
|
You can remap multiple shaders by separating them with \n.
|
|
Example: "greenshader" "textures/alert/green1\ntextures/alert/green2"
|
|
*/
|
|
typedef struct {
|
|
char *greenShaders[10];
|
|
char *redShaders[10];
|
|
char *yellowShaders[10];
|
|
char *blueShaders[10];
|
|
int numShaders;
|
|
} target_alert_Shaders_s;
|
|
|
|
static target_alert_Shaders_s alertShaders;
|
|
|
|
void target_alert_remapShaders(int target_condition) {
|
|
float f = 0;
|
|
int i;
|
|
|
|
switch(target_condition) {
|
|
case 1: // yellow
|
|
for(i = 0; i < alertShaders.numShaders; i++) {
|
|
f = level.time * 0.001;
|
|
if(!alertShaders.greenShaders[i] || !alertShaders.yellowShaders[i]) break;
|
|
AddRemap(alertShaders.greenShaders[i], alertShaders.yellowShaders[i], f);
|
|
}
|
|
trap_SetConfigstring(CS_SHADERSTATE, BuildShaderStateConfig());
|
|
break;
|
|
case 2: // red
|
|
for(i = 0; i < alertShaders.numShaders; i++) {
|
|
f = level.time * 0.001;
|
|
if(!alertShaders.greenShaders[i] || !alertShaders.redShaders[i]) break;
|
|
AddRemap(alertShaders.greenShaders[i], alertShaders.redShaders[i], f);
|
|
}
|
|
trap_SetConfigstring(CS_SHADERSTATE, BuildShaderStateConfig());
|
|
break;
|
|
case 3: // blue
|
|
for(i = 0; i < alertShaders.numShaders; i++) {
|
|
f = level.time * 0.001;
|
|
if(!alertShaders.greenShaders[i] || !alertShaders.blueShaders[i]) break;
|
|
AddRemap(alertShaders.greenShaders[i], alertShaders.blueShaders[i], f);
|
|
}
|
|
trap_SetConfigstring(CS_SHADERSTATE, BuildShaderStateConfig());
|
|
break;
|
|
case 0: // green
|
|
default:
|
|
for(i = 0; i < alertShaders.numShaders; i++) {
|
|
f = level.time * 0.001;
|
|
if(!alertShaders.greenShaders[i]) break;
|
|
AddRemap(alertShaders.greenShaders[i], alertShaders.greenShaders[i], f);
|
|
}
|
|
trap_SetConfigstring(CS_SHADERSTATE, BuildShaderStateConfig());
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
void target_alert_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
|
|
if(!activator) {
|
|
G_Printf(S_COLOR_RED "Error: target_alert_use called with NULL activator.\n");
|
|
return;
|
|
}
|
|
if(!Q_stricmp(activator->target, ent->swapname)) {
|
|
if(ent->damage == 0) {
|
|
if(ent->spawnflags & 1) {
|
|
ent->health = !ent->health;
|
|
ent->target = ent->greensound;
|
|
G_UseTargets(ent, ent);
|
|
}
|
|
} else {
|
|
switch(ent->damage) {
|
|
case 1: // yellow
|
|
if(ent->health) {
|
|
ent->target = ent->yellowsound;
|
|
G_UseTargets(ent, ent);
|
|
ent->health = !ent->health;
|
|
}
|
|
/*if(!ent->spawnflags) {
|
|
ent->target = ent->yellowsound;
|
|
G_UseTargets(ent, ent);
|
|
}*/
|
|
ent->target = ent->falsetarget;
|
|
G_UseTargets(ent, ent);
|
|
break;
|
|
case 2: // red
|
|
if(ent->health) {
|
|
ent->target = ent->redsound;
|
|
G_UseTargets(ent, ent);
|
|
ent->health = !ent->health;
|
|
}
|
|
/*if(!ent->spawnflags) {
|
|
ent->target = ent->redsound;
|
|
G_UseTargets(ent, ent);
|
|
}*/
|
|
ent->target = ent->paintarget;
|
|
G_UseTargets(ent, ent);
|
|
break;
|
|
case 3: // blue
|
|
if(ent->health) {
|
|
ent->target = ent->bluesound;
|
|
G_UseTargets(ent, ent);
|
|
ent->health = !ent->health;
|
|
}
|
|
/*if(!ent->spawnflags) {
|
|
ent->target = ent->bluesound;
|
|
G_UseTargets(ent, ent);
|
|
}*/
|
|
ent->target = ent->targetname2;
|
|
G_UseTargets(ent, ent);
|
|
break;
|
|
}
|
|
if(!ent->spawnflags) {
|
|
ent->target = ent->greensound;
|
|
G_UseTargets(ent, ent);
|
|
} else if(ent->spawnflags & 2) {
|
|
ent->health = 0;
|
|
} else {
|
|
if(ent->spawnflags) {
|
|
ent->target = ent->greensound;
|
|
G_UseTargets(ent, ent);
|
|
ent->health = 1;
|
|
}
|
|
}
|
|
target_alert_remapShaders(0);
|
|
ent->target = ent->truetarget;
|
|
G_UseTargets(ent, ent);
|
|
ent->damage = 0;
|
|
}
|
|
} else if(!Q_stricmp(activator->target, ent->truename)) {
|
|
if(ent->damage == 1) {
|
|
if(ent->spawnflags & 1) {
|
|
ent->health = !ent->health;
|
|
ent->target = ent->yellowsound;
|
|
G_UseTargets(ent, ent);
|
|
}
|
|
} else {
|
|
switch(ent->damage) {
|
|
case 0: // green
|
|
if(ent->health) {
|
|
ent->target = ent->greensound;
|
|
G_UseTargets(ent, ent);
|
|
ent->health = !ent->health;
|
|
}
|
|
/*if(!ent->spawnflags) {
|
|
ent->target = ent->greensound;
|
|
G_UseTargets(ent, ent);
|
|
}*/
|
|
ent->target = ent->truetarget;
|
|
G_UseTargets(ent, ent);
|
|
break;
|
|
case 2: // red
|
|
if(ent->health) {
|
|
ent->target = ent->redsound;
|
|
G_UseTargets(ent, ent);
|
|
ent->health = !ent->health;
|
|
}
|
|
/*if(!ent->spawnflags) {
|
|
ent->target = ent->redsound;
|
|
G_UseTargets(ent, ent);
|
|
}*/
|
|
ent->target = ent->paintarget;
|
|
G_UseTargets(ent, ent);
|
|
break;
|
|
case 3: // blue
|
|
if(ent->health) {
|
|
ent->target = ent->bluesound;
|
|
G_UseTargets(ent, ent);
|
|
ent->health = !ent->health;
|
|
}
|
|
/*if(!ent->spawnflags) {
|
|
ent->target = ent->bluesound;
|
|
G_UseTargets(ent, ent);
|
|
}*/
|
|
ent->target = ent->targetname2;
|
|
G_UseTargets(ent, ent);
|
|
break;
|
|
}
|
|
if(!ent->spawnflags) {
|
|
ent->target = ent->yellowsound;
|
|
G_UseTargets(ent, ent);
|
|
} else if(ent->spawnflags & 2) {
|
|
ent->health = 0;
|
|
} else {
|
|
if(ent->spawnflags) {
|
|
ent->target = ent->yellowsound;
|
|
G_UseTargets(ent, ent);
|
|
ent->health = 1;
|
|
}
|
|
}
|
|
target_alert_remapShaders(1);
|
|
ent->target = ent->falsetarget;
|
|
G_UseTargets(ent, ent);
|
|
ent->damage = 1;
|
|
}
|
|
} else if(!Q_stricmp(activator->target, ent->falsename)) {
|
|
if(ent->damage == 2) {
|
|
if(ent->spawnflags & 1) {
|
|
ent->health = !ent->health;
|
|
ent->target = ent->redsound;
|
|
G_UseTargets(ent, ent);
|
|
}
|
|
} else {
|
|
switch(ent->damage) {
|
|
case 0: // green
|
|
if(ent->health) {
|
|
ent->target = ent->greensound;
|
|
G_UseTargets(ent, ent);
|
|
ent->health = !ent->health;
|
|
}
|
|
/*if(!ent->spawnflags) {
|
|
ent->target = ent->greensound;
|
|
G_UseTargets(ent, ent);
|
|
}*/
|
|
ent->target = ent->truetarget;
|
|
G_UseTargets(ent, ent);
|
|
break;
|
|
case 1: // ryellow
|
|
if(ent->health) {
|
|
ent->target = ent->yellowsound;
|
|
G_UseTargets(ent, ent);
|
|
ent->health = !ent->health;
|
|
}
|
|
/*if(!ent->spawnflags) {
|
|
ent->target = ent->yellowsound;
|
|
G_UseTargets(ent, ent);
|
|
}*/
|
|
ent->target = ent->falsetarget;
|
|
G_UseTargets(ent, ent);
|
|
break;
|
|
case 3: // blue
|
|
if(ent->health) {
|
|
ent->target = ent->bluesound;
|
|
G_UseTargets(ent, ent);
|
|
ent->health = !ent->health;
|
|
}
|
|
/*if(!ent->spawnflags) {
|
|
ent->target = ent->bluesound;
|
|
G_UseTargets(ent, ent);
|
|
}*/
|
|
ent->target = ent->targetname2;
|
|
G_UseTargets(ent, ent);
|
|
break;
|
|
}
|
|
if(!ent->spawnflags) {
|
|
ent->target = ent->redsound;
|
|
G_UseTargets(ent, ent);
|
|
} else if(ent->spawnflags & 2) {
|
|
ent->health = 0;
|
|
} else {
|
|
if(ent->spawnflags) {
|
|
ent->target = ent->redsound;
|
|
G_UseTargets(ent, ent);
|
|
ent->health = 1;
|
|
}
|
|
}
|
|
target_alert_remapShaders(2);
|
|
ent->target = ent->paintarget;
|
|
G_UseTargets(ent, ent);
|
|
ent->damage = 2;
|
|
}
|
|
} if(!Q_stricmp(activator->target, ent->bluename)) {
|
|
if(ent->damage == 3) {
|
|
if(ent->spawnflags & 1) {
|
|
ent->health = !ent->health;
|
|
ent->target = ent->bluesound;
|
|
G_UseTargets(ent, ent);
|
|
}
|
|
} else {
|
|
switch(ent->damage) {
|
|
case 0: // green
|
|
if(ent->health) {
|
|
ent->target = ent->greensound;
|
|
G_UseTargets(ent, ent);
|
|
ent->health = !ent->health;
|
|
}
|
|
/*if(!ent->spawnflags) {
|
|
ent->target = ent->greensound;
|
|
G_UseTargets(ent, ent);
|
|
}*/
|
|
ent->target = ent->truetarget;
|
|
G_UseTargets(ent, ent);
|
|
break;
|
|
case 1: // yellow
|
|
if(ent->health) {
|
|
ent->target = ent->yellowsound;
|
|
G_UseTargets(ent, ent);
|
|
ent->health = !ent->health;
|
|
}
|
|
/*if(!ent->spawnflags) {
|
|
ent->target = ent->yellowsound;
|
|
G_UseTargets(ent, ent);
|
|
}*/
|
|
ent->target = ent->falsetarget;
|
|
G_UseTargets(ent, ent);
|
|
break;
|
|
case 2: // red
|
|
if(ent->health) {
|
|
ent->target = ent->redsound;
|
|
G_UseTargets(ent, ent);
|
|
ent->health = !ent->health;
|
|
}
|
|
/*if(!ent->spawnflags) {
|
|
ent->target = ent->redsound;
|
|
G_UseTargets(ent, ent);
|
|
}*/
|
|
ent->target = ent->paintarget;
|
|
G_UseTargets(ent, ent);
|
|
break;
|
|
}
|
|
if(!ent->spawnflags) {
|
|
ent->target = ent->bluesound;
|
|
G_UseTargets(ent, ent);
|
|
} else if(ent->spawnflags & 2) {
|
|
ent->health = 0;
|
|
} else {
|
|
if(ent->spawnflags) {
|
|
ent->target = ent->bluesound;
|
|
G_UseTargets(ent, ent);
|
|
ent->health = 1;
|
|
}
|
|
}
|
|
target_alert_remapShaders(3);
|
|
ent->target = ent->targetname2;
|
|
G_UseTargets(ent, ent);
|
|
ent->damage = 3;
|
|
}
|
|
}
|
|
// Free activator if no classname <-- alert command
|
|
if(!activator->classname)
|
|
G_FreeEntity(activator);
|
|
}
|
|
#endif
|
|
|
|
#ifdef XTRA
|
|
void target_alert_parseShaders(gentity_t *ent) {
|
|
char buffer[BIG_INFO_STRING];
|
|
char *txtPtr;
|
|
char *token;
|
|
int currentNum = 0;
|
|
|
|
alertShaders.numShaders = 0;
|
|
|
|
memset(buffer, 0, sizeof(buffer));
|
|
|
|
// condition green shaders
|
|
if(!ent->message) return;
|
|
Q_strncpyz(buffer, ent->message, strlen(ent->message));
|
|
txtPtr = buffer;
|
|
token = COM_Parse(&txtPtr);
|
|
while(1) {
|
|
if(!token[0]) break;
|
|
alertShaders.greenShaders[alertShaders.numShaders] = G_NewString(token);
|
|
alertShaders.numShaders++;
|
|
if(alertShaders.numShaders > 9) break;
|
|
token = COM_Parse(&txtPtr);
|
|
}
|
|
|
|
// condition red shaders
|
|
if(ent->model) {
|
|
Q_strncpyz(buffer, ent->model, strlen(ent->model));
|
|
txtPtr = buffer;
|
|
token = COM_Parse(&txtPtr);
|
|
while(1) {
|
|
if(!token[0]) break;
|
|
alertShaders.redShaders[currentNum] = G_NewString(token);
|
|
currentNum++;
|
|
if(currentNum > 9) break;
|
|
token = COM_Parse(&txtPtr);
|
|
}
|
|
|
|
if(currentNum < alertShaders.numShaders || currentNum > alertShaders.numShaders) {
|
|
G_Printf(S_COLOR_RED "ERROR - target_alert: number of red shaders(%i) does not equal number of green shaders(%i)!\n", currentNum, alertShaders.numShaders);
|
|
}
|
|
|
|
currentNum = 0;
|
|
}
|
|
|
|
// condition blue shaders
|
|
if(ent->model2) {
|
|
Q_strncpyz(buffer, ent->model2, strlen(ent->model2));
|
|
txtPtr = buffer;
|
|
token = COM_Parse(&txtPtr);
|
|
while(1) {
|
|
if(!token[0]) break;
|
|
alertShaders.blueShaders[currentNum] = G_NewString(token);
|
|
currentNum++;
|
|
if(currentNum > 9) break;
|
|
token = COM_Parse(&txtPtr);
|
|
}
|
|
|
|
if(currentNum < alertShaders.numShaders || currentNum > alertShaders.numShaders) {
|
|
G_Printf(S_COLOR_RED "ERROR - target_alert: number of blue shaders(%i) does not equal number of green shaders(%i)!\n", currentNum, alertShaders.numShaders);
|
|
}
|
|
|
|
currentNum = 0;
|
|
}
|
|
|
|
// condition yellow shaders
|
|
if(ent->team) {
|
|
Q_strncpyz(buffer, ent->team, strlen(ent->team));
|
|
txtPtr = buffer;
|
|
token = COM_Parse(&txtPtr);
|
|
while(1) {
|
|
if(!token[0]) break;
|
|
alertShaders.yellowShaders[currentNum] = G_NewString(token);
|
|
currentNum++;
|
|
if(currentNum > 9) break;
|
|
token = COM_Parse(&txtPtr);
|
|
}
|
|
|
|
if(currentNum < alertShaders.numShaders || currentNum > alertShaders.numShaders) {
|
|
G_Printf(S_COLOR_RED "ERROR - target_alert: number of yellow shaders(%i) does not equal number of green shaders(%i)!\n", currentNum, alertShaders.numShaders);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void SP_target_alert(gentity_t *ent) {
|
|
//int errorNum = 0;
|
|
//qboolean error = qfalse;
|
|
char *temp;
|
|
//char *origin = vtos(ent->s.origin);
|
|
G_SpawnString("greenname", "", &temp);
|
|
ent->swapname = G_NewString(temp);
|
|
G_SpawnString("yellowname", "", &temp);
|
|
ent->truename = G_NewString(temp);
|
|
G_SpawnString("redname", "", &temp);
|
|
ent->falsename = G_NewString(temp);
|
|
G_SpawnString("greentarget", "", &temp);
|
|
ent->truetarget = G_NewString(temp);
|
|
G_SpawnString("yellowtarget", "", &temp);
|
|
ent->falsetarget = G_NewString(temp);
|
|
G_SpawnString("redtarget", "", &temp);
|
|
ent->paintarget = G_NewString(temp);
|
|
G_SpawnString("bluetarget", "", &temp);
|
|
ent->targetname2 = G_NewString(temp);
|
|
|
|
#ifdef XTRA
|
|
if(G_SpawnString("greenshader", "", &temp))
|
|
ent->message = G_NewString(temp);
|
|
if(G_SpawnString("yellowshader", "", &temp))
|
|
ent->team = G_NewString(temp);
|
|
if(G_SpawnString("redshader", "", &temp))
|
|
ent->model = G_NewString(temp);
|
|
if(G_SpawnString("blueshader", "", &temp))
|
|
ent->model2 = G_NewString(temp);
|
|
|
|
target_alert_parseShaders(ent);
|
|
#endif
|
|
|
|
if(!ent->swapname || !ent->truename || !ent->falsename || !ent->bluename ||
|
|
!ent->truetarget || !ent->falsetarget || !ent->paintarget || !ent->targetname2) {
|
|
G_Printf(S_COLOR_RED "One or more needed keys for target_alert at %s where not set.\n", vtos(ent->s.origin));
|
|
return;
|
|
}
|
|
|
|
if(!ent->wait)
|
|
ent->wait = 1000;
|
|
else
|
|
ent->wait *= 1000;
|
|
|
|
ent->use = target_alert_use;
|
|
|
|
ent->damage = 0;
|
|
|
|
ent->health = !(ent->spawnflags & 2);
|
|
|
|
// don't need to send this to clients
|
|
ent->r.svFlags &= SVF_NOCLIENT;
|
|
trap_LinkEntity(ent);
|
|
}
|
|
//RPG-X | GSIO01 | 11/05/2009 | MOD END
|
|
|
|
//RPG-X | GSIO01 | 19/05/2009 | MOD START
|
|
/*QUAKED target_warp (1 0 0) (-8 -8 -8) (8 8 8) START_ON START_EJECTED START_WARP SELF
|
|
An entity that manages warp and warpcore.
|
|
|
|
Any func_usable using this must have NO_ACTIVATOR flag.
|
|
Any target_relay, target_delay, or target_boolean using this must have SELF flag.
|
|
|
|
START_ON - If set, warpcore is on at start
|
|
START_EJECTED - If set, core is ejected at start
|
|
START_WARP - ship is on warp at start
|
|
|
|
"swapWarp" targetname to toggle warp
|
|
"swapCoreState" targetname to toggle core on/off state
|
|
"swapCoreEject" targetname to toggle core ejected state
|
|
"warpTarget" target to fire when going to warp
|
|
"core" target core(func_train)
|
|
"coreSwap" target for visibility swap
|
|
"wait" time before warp can be toggled again after retrieving the core(seconds)
|
|
"greensnd" target_speaker with warp in sound
|
|
"yellowsnd" target_speaker with warp out sound
|
|
"redsnd" target_speaker with core off sound
|
|
"bluesnd" target_speaker with core on sound
|
|
*/
|
|
void target_warp_use(gentity_t *ent, gentity_t *other, gentity_t* activator);
|
|
|
|
void target_warp_reactivate(gentity_t *ent) {
|
|
ent->use = target_warp_use;
|
|
ent->nextthink = -1;
|
|
}
|
|
|
|
void target_warp_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
|
|
int i;
|
|
qboolean first = qtrue;
|
|
gentity_t *target;
|
|
|
|
if(!activator) {
|
|
G_Printf(S_COLOR_RED "Error: target_warp_use called with NULL activator!\n");
|
|
return;
|
|
}
|
|
|
|
// swapWarp
|
|
if(!Q_stricmp(activator->target, ent->truename)) {
|
|
if(ent->n00bCount) {
|
|
ent->target = ent->truetarget;
|
|
G_UseTargets(ent, activator);
|
|
ent->n00bCount = 0;
|
|
ent->target = ent->yellowsound;
|
|
G_UseTargets(ent, activator);
|
|
}
|
|
/*ent->target = ent->bluename;
|
|
G_UseTargets(ent, ent);*/
|
|
for(i = 0; i < MAX_GENTITIES; i++) {
|
|
if(!&g_entities[i]) continue;
|
|
if(Q_stricmp(g_entities[i].classname, "func_train") && !Q_stricmp(g_entities[i].swapname, ent->bluename)) {
|
|
target = &g_entities[i];
|
|
if(!target) continue;
|
|
if(ent->spawnflags & 4) {
|
|
target->use(target, ent, ent);
|
|
#ifdef G_LUA
|
|
if(target->luaUse)
|
|
LuaHook_G_EntityUse(target->luaUse, target-g_entities, ent-g_entities, ent-g_entities);
|
|
#endif
|
|
} else {
|
|
target->use(target, ent, activator);
|
|
#ifdef G_LUA
|
|
if(target->luaUse)
|
|
LuaHook_G_EntityUse(target->luaUse, target-g_entities, ent-g_entities, activator-g_entities);
|
|
#endif
|
|
}
|
|
} else if(!Q_stricmp(g_entities[i].classname, "func_train") && !Q_stricmp(g_entities[i].swapname, ent->bluename)) {
|
|
target = &g_entities[i];
|
|
if(!target) continue;
|
|
if(target->count == 1) {
|
|
target->s.solid = 0;
|
|
target->r.contents = 0;
|
|
target->clipmask = 0;
|
|
target->r.svFlags |= SVF_NOCLIENT;
|
|
target->s.eFlags |= EF_NODRAW;
|
|
target->count = 0;
|
|
if(first){
|
|
ent->target = ent->redsound;
|
|
G_UseTargets(ent, activator);
|
|
first = qfalse;
|
|
}
|
|
} else {
|
|
target->clipmask = CONTENTS_BODY;
|
|
trap_SetBrushModel( target, target->model );
|
|
//VectorCopy( ent->s.origin, ent->s.pos.trBase );
|
|
//VectorCopy( ent->s.origin, ent->r.currentOrigin );
|
|
target->r.svFlags &= ~SVF_NOCLIENT;
|
|
target->s.eFlags &= ~EF_NODRAW;
|
|
target->clipmask = 0;
|
|
target->count = 1;
|
|
if(first) {
|
|
ent->target = ent->bluesound;
|
|
G_UseTargets(ent, activator);
|
|
first = qfalse;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
ent->sound1to2 = !ent->sound1to2;
|
|
} else if(!Q_stricmp(activator->target, ent->falsename)) { //eject
|
|
if(ent->n00bCount) {
|
|
ent->target = ent->truetarget;
|
|
G_UseTargets(ent, activator);
|
|
ent->n00bCount = 0;
|
|
ent->target = ent->yellowsound;
|
|
G_UseTargets(ent, activator);
|
|
}
|
|
if(ent->sound2to1) {
|
|
ent->use = 0;
|
|
ent->think = target_warp_reactivate;
|
|
ent->nextthink = level.time + (ent->wait * 1000);
|
|
}
|
|
ent->target = ent->falsetarget;
|
|
G_UseTargets(ent, activator);
|
|
ent->sound2to1 = !ent->sound2to1;
|
|
} else if(!Q_stricmp(activator->target, ent->swapname)) { // toggle warp
|
|
if(ent->sound1to2 && (ent->sound2to1 == 0)) {
|
|
ent->target = ent->truetarget;
|
|
G_UseTargets(ent, activator);
|
|
if(ent->n00bCount)
|
|
ent->target = ent->yellowsound;
|
|
else
|
|
ent->target = ent->greensound;
|
|
G_UseTargets(ent, activator);
|
|
ent->n00bCount = !ent->n00bCount;
|
|
} else {
|
|
if(ent->soundPos1)
|
|
G_AddEvent(ent, EV_GENERAL_SOUND, ent->soundPos1);
|
|
}
|
|
}
|
|
}
|
|
|
|
void SP_target_warp(gentity_t *ent) {
|
|
char *temp;
|
|
|
|
G_SpawnString("swapWarp", "", &temp);
|
|
ent->swapname = G_NewString(temp);
|
|
G_SpawnString("swapCoreState", "", &temp);
|
|
ent->truename = G_NewString(temp);
|
|
G_SpawnString("swapCoreEject", "", &temp);
|
|
ent->falsename = G_NewString(temp);
|
|
G_SpawnString("warpTarget", "", &temp);
|
|
ent->truetarget = G_NewString(temp);
|
|
G_SpawnString("core", "", &temp);
|
|
ent->falsetarget = G_NewString(temp);
|
|
G_SpawnString("coreSwap", "", &temp);
|
|
ent->bluename = G_NewString(temp);
|
|
G_SpawnString("soundDeactivate", "100", &temp);
|
|
ent->soundPos1 = G_SoundIndex(temp);
|
|
|
|
//set corestate
|
|
ent->sound1to2 = (ent->spawnflags & 1);
|
|
|
|
//set ejected state
|
|
ent->sound2to1 = (ent->spawnflags & 2);
|
|
|
|
//set warpstate
|
|
ent->n00bCount = (ent->spawnflags & 4);
|
|
|
|
ent->use = target_warp_use;
|
|
|
|
// don't need to send this to clients
|
|
ent->r.svFlags &= SVF_NOCLIENT;
|
|
trap_LinkEntity(ent);
|
|
}
|
|
|
|
//RPG-X | GSIO01 | 19/05/2009 | MOD END
|
|
/*QUAKED target_deactivate (1 0 0) (-8 -8 -8) (8 8 8)
|
|
This entity can be used to de/activate all func_usables with "target" as targetname2.
|
|
|
|
"target" func_usable to de/activate(targetname2).
|
|
"soundDeactivate" sound to play if going to warp but core is deactivated/ejected
|
|
*/
|
|
void target_deactivate_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
|
|
gentity_t *target = NULL;
|
|
while((target = G_Find(target, FOFS(targetname2), ent->target)) != NULL) {
|
|
if(!Q_stricmp(target->classname, "func_usable")) {
|
|
target->flags ^= FL_LOCKED;
|
|
}
|
|
}
|
|
}
|
|
|
|
void SP_target_deactivate(gentity_t *ent) {
|
|
if(!ent->target) {
|
|
G_Printf("target_deactivate at %s without target!\n", vtos(ent->r.currentOrigin));
|
|
return;
|
|
}
|
|
|
|
ent->use = target_deactivate_use;
|
|
|
|
// don't need to send this to clients
|
|
ent->r.svFlags &= SVF_NOCLIENT;
|
|
trap_LinkEntity(ent);
|
|
}
|
|
|
|
/*QUAKED target_serverchange (1 0 0) (-8 -8 -8) (8 8 8) START_ON
|
|
This will make any client inside it connect to a different server.
|
|
|
|
Can be toggled by an usable if the usable has NO_ACTIVATOR spawnflag.
|
|
|
|
"serverNum" server to connect to (rpg_server<serverNum> cvar)
|
|
*/
|
|
void target_serverchange_think(gentity_t *ent) {
|
|
if(!ent->touched || !ent->touched->client) return;
|
|
trap_SendServerCommand(ent->touched->client->ps.clientNum, va("cg_connect \"%s\"\n", ent->targetname2));
|
|
ent->nextthink = -1;
|
|
}
|
|
|
|
void target_serverchange_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
|
|
char *server;
|
|
|
|
if(!activator || !activator->client) {
|
|
ent->s.time2 = !ent->s.time2;
|
|
return;
|
|
}
|
|
|
|
if(activator->flags & FL_LOCKED)
|
|
return;
|
|
|
|
activator->flags ^= FL_LOCKED;
|
|
|
|
if(rpg_serverchange.integer && ent->s.time2) {
|
|
switch(ent->count) {
|
|
default:
|
|
case 1:
|
|
server = rpg_server1.string;
|
|
break;
|
|
case 2:
|
|
server = rpg_server2.string;
|
|
break;
|
|
case 3:
|
|
server = rpg_server3.string;
|
|
break;
|
|
case 4:
|
|
server = rpg_server4.string;
|
|
break;
|
|
case 5:
|
|
server = rpg_server5.string;
|
|
break;
|
|
case 6:
|
|
server = rpg_server6.string;
|
|
break;
|
|
}
|
|
ent->think = target_serverchange_think;
|
|
ent->nextthink = level.time + 3000;
|
|
TransDat[ent->client->ps.clientNum].beamTime = level.time + 8000;
|
|
activator->client->ps.powerups[PW_BEAM_OUT] = level.time + 8000;
|
|
ent->touched = activator;
|
|
ent->targetname2 = server;
|
|
}
|
|
}
|
|
|
|
void SP_target_serverchange(gentity_t *ent) {
|
|
int serverNum;
|
|
G_SpawnInt("serverNum", "1", &serverNum);
|
|
ent->count = serverNum;
|
|
if(!ent->count)
|
|
ent->count = 1;
|
|
if(ent->spawnflags & 1)
|
|
ent->s.time2 = 1;
|
|
|
|
ent->use = target_serverchange_use;
|
|
trap_LinkEntity(ent);
|
|
}
|
|
|
|
/*QUAKED target_levelchange (1 0 0) (-8 -8 -8) (8 8 8)
|
|
This will change the map if rpg_allowSPLevelChange is set to 1.
|
|
|
|
"target" map to load (for example: borg2)
|
|
"wait" time to wait before levelchange (whole numbers only, -1 for intermediate levelchange, 0 for default = 5)
|
|
*/
|
|
void target_levelchange_think(gentity_t *ent) {
|
|
if(ent->count > 0) {
|
|
ent->count--;
|
|
trap_SendServerCommand(-1, va("servercprint \"Mapchange in %i ...\"", ent->count));
|
|
} else {
|
|
trap_SendConsoleCommand(EXEC_APPEND, va("devmap \"%s\"", ent->target));
|
|
ent->nextthink = -1;
|
|
return;
|
|
}
|
|
ent->nextthink = level.time + 1000;
|
|
}
|
|
|
|
void target_levelchange_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
|
|
if(rpg_allowSPLevelChange.integer) {
|
|
ent->think = target_levelchange_think;
|
|
ent->nextthink = level.time + 1000;
|
|
trap_SendServerCommand(-1, va("servercprint \"Mapchange in %i ...\"", ent->count));
|
|
}
|
|
}
|
|
|
|
void SP_target_levelchange(gentity_t *ent) {
|
|
if(!ent->target) {
|
|
G_Printf(S_COLOR_RED "target_levelchange without target at %s!\n", vtos(ent->s.origin));
|
|
G_FreeEntity(ent);
|
|
return;
|
|
}
|
|
|
|
if(!ent->wait)
|
|
ent->count = 5;
|
|
else if(ent->wait < -1)
|
|
ent->count = -1;
|
|
else
|
|
ent->count = (int)ent->wait;
|
|
|
|
ent->use = target_levelchange_use;
|
|
}
|
|
|
|
/*QUAKED target_holodeck (1 0 0) (-8 -8 -8) (8 8 8)
|
|
|
|
*/
|
|
|
|
void SP_target_holodeck(gentity_t *ent) {
|
|
G_FreeEntity(ent);
|
|
return;
|
|
|
|
// don't need to send this to clients
|
|
ent->r.svFlags &= SVF_NOCLIENT;
|
|
trap_LinkEntity(ent);
|
|
}
|
|
|
|
//RPG-X | Harry Young | 15/10/2011 | MOD START
|
|
#ifdef XTRA
|
|
/*QUAKED target_shaderremap (1 0 0) (-8 -8 -8) (8 8 8)
|
|
This will remap the shader "falsename" with shader "truename" and vice versa.
|
|
It will save you some vfx-usables.
|
|
|
|
This Entity only works on RPGXEF
|
|
|
|
*/
|
|
void target_shaderremap_think(gentity_t *ent) {
|
|
float f = 0;
|
|
if(!ent->spawnflags) {
|
|
f = level.time * 0.001;
|
|
AddRemap(ent->falsename, ent->truename, f);
|
|
ent->spawnflags = 1;
|
|
ent->nextthink = -1;
|
|
} else {
|
|
f = level.time * 0.001;
|
|
AddRemap(ent->falsename, ent->falsename, f);
|
|
ent->spawnflags = 0;
|
|
ent->nextthink = -1;
|
|
}
|
|
trap_SetConfigstring(CS_SHADERSTATE, BuildShaderStateConfig());
|
|
}
|
|
|
|
void target_shaderremap_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
|
|
ent->think = target_shaderremap_think;
|
|
ent->nextthink = level.time + 50; /* level.time + one frame */
|
|
}
|
|
|
|
void SP_target_shaderremap(gentity_t *ent) {
|
|
if(!ent->falsename) {
|
|
G_Printf(S_COLOR_RED "target_shaderremap without falsename-shader at %s!\n", vtos(ent->s.origin));
|
|
G_FreeEntity(ent);
|
|
return;
|
|
}
|
|
|
|
if(!ent->truename) {
|
|
G_Printf(S_COLOR_RED "target_shaderremap without truename-shader at %s!\n", vtos(ent->s.origin));
|
|
G_FreeEntity(ent);
|
|
return;
|
|
}
|
|
|
|
ent->use = target_shaderremap_use;
|
|
}
|
|
#endif
|
|
//RPG-X | Harry Young | 15/10/2011 | MOD END
|