rpgxef/code/game/g_trigger.c

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/*
* Copyright (C) 1999-2000 Id Software, Inc.
*/
#include "g_local.h"
/*these look weired... I'd rather replace them with streight numbers.
#define SF_SPECTATOR (1<<0)
#define SF_RANDOM (1<<1)*/
/**
* \brief Inits a trigger entity.
*
* Initializes trigger entities.
*
* @param self the trigger entity
*/
void InitTrigger( gentity_t *self ) {
if (!VectorCompare (self->s.angles, vec3_origin))
G_SetMovedir (self->s.angles, self->movedir);
if(!self->tmpEntity) /* for spawnTent command */
trap_SetBrushModel( self, self->model );
self->r.contents = CONTENTS_TRIGGER; /* replaces the -1 from trap_SetBrushModel */
self->r.svFlags = SVF_NOCLIENT;
}
// the wait time has passed, so set back up for another activation
/**
* \brief Reactivate a trigger_multiple after the wait time has passed.
*
* Reactivates the trigger_multiple after the wait time has passed.
*
* @param ent the trigger
*/
void multi_wait( gentity_t *ent ) {
ent->nextthink = 0;
}
/**
* \brief Function that gets called when a trigger_multiple has been ... umm well triggered ;)
*
* The trigger_multiple was just activated. ent->activator should be set to the activator
* so it can be held through a delay. May wait for the delay time until firing.
*
* @param ent the trigger
* @param activator the activator
*/
void multi_trigger( gentity_t *ent, gentity_t *activator ) {
ent->activator = activator;
if ( ent->nextthink ) {
return; /* can't retrigger until the wait is over */
}
if ( activator->client && ((ent->spawnflags&4)||(ent->spawnflags&2)||(ent->spawnflags&1)) )
{/* see if it's usable by this team */
switch( activator->client->sess.sessionTeam )
{
case TEAM_RED:
if ( !(ent->spawnflags&1) ) {
return;/* red is not allowed */
}
break;
case TEAM_BLUE:
if ( !(ent->spawnflags&2) ) {
return;/* blue is not allowed */
}
break;
default:
if ( (ent->spawnflags&4) ) {
return;/* must be on a team */
}
break;
}
}
G_UseTargets (ent, ent->activator);
#ifdef G_LUA
if(ent->luaTrigger && !(ent->nextthink))
{
if(activator)
{
LuaHook_G_EntityTrigger(ent->luaTrigger, ent->s.number, activator->s.number);
}
else
{
LuaHook_G_EntityTrigger(ent->luaTrigger, ent->s.number, ENTITYNUM_WORLD);
}
}
#endif
if ( ent->wait > 0 ) {
ent->think = multi_wait;
ent->nextthink = level.time + ( ent->wait + ent->random * crandom() ) * 1000;
} else {
/*
* we can't just remove (self) here, because this is a touch function
* called while looping through area links...
*/
ent->touch = 0;
ent->nextthink = level.time + FRAMETIME;
ent->think = G_FreeEntity;
}
}
/**
* \brief Use function for trigger_multiple.
*
* Use function for trigger_multiple.
*
* @param ent the trigger
* @param other another entity
* @param activator the activator
*/
void Use_Multi( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
multi_trigger( ent, activator );
}
/**
* \brief Touch function for trigger_multiple.
*
* Touch function for trigger_multiple.
*
* @param self the trigger
* @param other touching entity
* @param trace a trace
*/
void Touch_Multi( gentity_t *self, gentity_t *other, trace_t *trace ) {
if( !other->client ) {
return;
}
multi_trigger( self, other );
}
/*QUAKED trigger_multiple (.5 .5 .5) ? RED_OK BLUE_OK TEAM_ONLY
-----DESCRIPTION-----
Variable sized repeatable trigger. Must be targeted at one or more entities.
-----SPAWNFLAGS-----
1: RED_OK - People on the red team can fire this trigger
2: BLUE_OK - People on the blue team can fire this trigger
4: TEAM_ONLY - Only people on red or blue can fire this trigger (not TEAM_FREE like in straight holomatch or spectators)
-----KEYS-----
"wait" - Seconds between triggerings, 0.5 default, -1 = one time only.
"random" - wait variance, default is 0
so, the basic time between firing is a random time between
(wait - random) and (wait + random)
*/
/**
* \brief Spawn function of trigger_multiple.
*
* Spawn function of trigger_multiple.
*
* @param ent the trigger
*/
void SP_trigger_multiple( gentity_t *ent ) {
G_SpawnFloat( "wait", "0.5", &ent->wait );
G_SpawnFloat( "random", "0", &ent->random );
G_SetOrigin(ent, ent->s.origin);
if ( ent->random >= ent->wait && ent->wait >= 0 ) {
ent->random = ent->wait - FRAMETIME;
DEVELOPER(G_Printf(S_COLOR_YELLOW "[Entity-Warning] trigger_multiple has random >= wait\n" ););
}
ent->touch = Touch_Multi;
ent->use = Use_Multi;
InitTrigger( ent );
VectorCopy(ent->r.maxs, ent->s.origin2);
VectorCopy(ent->r.mins, ent->s.angles2);
trap_LinkEntity (ent);
level.numBrushEnts++;
}
/*
==============================================================================
trigger_always
==============================================================================
*/
/**
* \brief Think function of trigger_always.
*
* Think function of trigger_always.
*
* @param ent the trigger
*/
void trigger_always_think( gentity_t *ent ) {
G_UseTargets(ent, ent);
#ifdef G_LUA
if(ent->luaTrigger)
{
LuaHook_G_EntityTrigger(ent->luaTrigger, ent->s.number, ent->s.number);
}
#endif
G_FreeEntity( ent );
}
/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)
-----DESCRIPTION-----
This trigger will always fire. It is activated by the world.
Actually this is going to fire once 0.3 secs after spawn, so it's more a trigger_init.
-----SPAWNFLAGS-----
none
-----KEYS-----
"target" - targets to fire
*/
/**
* \brief Spawn function of trigger_multiple.
*
* Spawn function of trigger_multiple.
*
* @param ent the trigger
*/
void SP_trigger_always (gentity_t *ent) {
/* we must have some delay to make sure our use targets are present */
ent->nextthink = level.time + 300;
ent->think = trigger_always_think;
}
/*
==============================================================================
trigger_push
==============================================================================
*/
/**
* \brief Touch function of trigger_push.
*
* Touch function of trigger_push.
*
* @param self the trigger
* @param other the touching entity
* @param trace a trace
*/
void trigger_push_touch (gentity_t *self, gentity_t *other, trace_t *trace ) {
if ( !other->client ) {
return;
}
/*
if ( other->client->ps.pm_type != PM_NORMAL ) {
return;
}
if ( other->client->ps.powerups[PW_FLIGHT] ) {
return;
}
*/
if ( other->client->ps.velocity[2] < 100 ) {
/* don't play the event sound again if we are in a fat trigger */
G_AddPredictableEvent( other, EV_JUMP_PAD, 0 );
}
VectorCopy (self->s.origin2, other->client->ps.velocity);
}
/**
* \brief Calculate origin2 so the target apogee will be hit.
*
* Calculate origin2 so the target apogee will be hit.
*
* @param the trigger
*/
void AimAtTarget( gentity_t *self ) {
gentity_t *ent;
vec3_t origin;
float height, gravity, time, forward;
float dist;
VectorAdd( self->r.absmin, self->r.absmax, origin );
VectorScale ( origin, 0.5, origin );
ent = G_PickTarget( self->target );
if ( !ent ) {
G_FreeEntity( self );
return;
}
height = ent->s.origin[2] - origin[2];
gravity = g_gravity.value;
time = sqrt( height / ( .5 * gravity ) );
if ( !time ) {
G_FreeEntity( self );
return;
}
/* set s.origin2 to the push velocity */
VectorSubtract ( ent->s.origin, origin, self->s.origin2 );
self->s.origin2[2] = 0;
dist = VectorNormalize( self->s.origin2);
forward = dist / time;
VectorScale( self->s.origin2, forward, self->s.origin2 );
self->s.origin2[2] = time * gravity;
}
/*QUAKED trigger_push (.5 .5 .5) ?
-----DESCRIPTION-----
Jumpfield/Booster Effect predicted on client side. This is activated by touch function.
-----SPAWNFLAGS-----
None
-----KEYS-----
"target" - apex of the leap. Must be a target_position or info_notnull.
*/
/**
* \brief Spawn function of trigger_push.
*
* Spawn function of trigger_push.
*
* @param self the trigger
*/
void SP_trigger_push( gentity_t *self ) {
InitTrigger (self);
/* unlike other triggers, we need to send this one to the client */
self->r.svFlags &= ~SVF_NOCLIENT;
self->s.eType = ET_PUSH_TRIGGER;
self->touch = trigger_push_touch;
self->think = AimAtTarget;
self->nextthink = level.time + FRAMETIME;
trap_LinkEntity (self);
VectorCopy(self->r.maxs, self->s.apos.trBase);
VectorCopy(self->r.mins, self->s.pos.trBase);
level.numBrushEnts++;
}
/**
* \brief Use function of target_push.
*
* Use function of target_push.
*
* @param self the entity
* @param other another entity
* @param activator the activator
*/
void Use_target_push( gentity_t *self, gentity_t *other, gentity_t *activator ) {
if ( !activator->client ) {
return;
}
/* RPG-X: J2J noclip use */
2013-04-12 23:34:37 +00:00
if ( (activator->client->ps.pm_type != PM_NORMAL) || (activator->client->ps.pm_type != PM_NOCLIP)) {
return;
}
if ( activator->client->ps.powerups[PW_FLIGHT] ) {
return;
}
VectorCopy (self->s.origin2, activator->client->ps.velocity);
/* play fly sound every 1.5 seconds */
if ( activator->fly_sound_debounce_time < level.time ) {
activator->fly_sound_debounce_time = level.time + 1500;
G_Sound( activator, self->noise_index );
}
}
/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) ENERGYNOISE
-----DESCRIPTION-----
Pushes the activator in the direction of angle, or towards a target apex.
This is predicted on the serverside and is triggered by use-function.
-----SPAWNFLAGS-----
1: ENERGYNOISE - play energy noise instead of windfly
-----KEYS-----
"speed" - defaults to 1000
"target" - apex of the leap. Must be a target_position or info_notnull.
*/
/**
* \brief Spawn function of target_push.
*
* Spawn function of target_push.
*
* @param self the entity
*/
void SP_target_push( gentity_t *self ) {
if (!self->speed) {
self->speed = 1000;
}
G_SetMovedir (self->s.angles, self->s.origin2);
VectorScale (self->s.origin2, self->speed, self->s.origin2);
if ( self->spawnflags & 1 ) {
self->noise_index = G_SoundIndex("sound/ambience/forge/antigrav.wav");
} else {
self->noise_index = G_SoundIndex("sound/misc/windfly.wav"); /* fixme need sound! */
}
if ( self->target ) {
VectorCopy( self->s.origin, self->r.absmin );
VectorCopy( self->s.origin, self->r.absmax );
self->think = AimAtTarget;
self->nextthink = level.time + FRAMETIME;
}
self->use = Use_target_push;
}
/*
==============================================================================
trigger_teleport
==============================================================================
*/
#define MAX_TRANSPORTER_POINTS 16
gentity_t *SelectRandomSpawnPoint( void )
{
gentity_t *spot = NULL;
int count = 0;
int selection = 0;
gentity_t *spots[MAX_TRANSPORTER_POINTS];
char *classname;
classname = "info_player_deathmatch";
while ((spot = G_Find (spot, FOFS(classname), classname)) != NULL)
{
spots[ count++ ] = spot;
if (count == MAX_TRANSPORTER_POINTS)
{
break;
}
}
if ( !count )
{ /* no spawn points !!??! */
return NULL;
}
selection = rand() % count;
return spots[ selection ];
}
/**
* \brief Touch function of trigger_teleport.
*
* Touch function of trigger_teleport.
*
* @param self the trigger
* @param other the touching entity
* @param trace a trace
*/
void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace )
{
gentity_t *dest;
vec3_t destPoint;
trace_t tr;
vec3_t tracePoint;
int clientNum;
if(self->flags & FL_LOCKED)
return;
if ( !other->client ) {
return;
}
if ( other->client->ps.pm_type == PM_DEAD ) {
return;
}
/* Spectators only? */
if ( ( self->spawnflags & 1 ) &&
other->client->sess.sessionTeam != TEAM_SPECTATOR )
{
return;
}
clientNum = other->client->ps.clientNum;
/* BOOKMARK J2J */
if (self->spawnflags & 2)
{
/* find a random spawn point */
dest = SelectRandomSpawnPoint();
}
else
{
dest = G_PickTarget( self->target );
}
if (!dest)
{
DEVELOPER(G_Printf (S_COLOR_YELLOW "[Entity-Error] Couldn't find teleporter destination\n"););
return;
}
/* suspended */
if ( self->spawnflags & 8 )
{
/* put the bottom of the player's bbox at the bottom of the target's bbox */
VectorCopy(dest->s.origin, destPoint);
destPoint[2] += dest->r.mins[2];
destPoint[2] -= other->r.mins[2];
/* fudge it upwards just a bit */
destPoint[2] += 1;
}
else
{
VectorCopy( dest->s.origin, tracePoint );
tracePoint[2] -= 4096.0f;
trap_Trace( &tr, dest->s.origin, dest->r.mins, dest->r.maxs, tracePoint, dest->s.number, MASK_PLAYERSOLID );
VectorCopy( tr.endpos, destPoint );
/* offset the player's bounding box. */
destPoint[2] += dest->r.mins[2];
destPoint[2] -= other->r.mins[2];
/* add 1 to ensure non-direct collision */
destPoint[2] += 1;
}
if (self->health)
{
/*
* TiM - Transporter VFX
* Only if no spitting though. Having spitting transporter with these VFX would look freaky weird
*/
if ( self->health == -1 && ( self->spawnflags & 4 ) ) {
if ( TransDat[clientNum].beamTime == 0 ) {
G_InitTransport( clientNum, destPoint, dest->s.angles );
}
}
else {
TransportPlayer(other, destPoint, dest->s.angles, (self->health == -1)?0:self->health);
}
}
else
{
/* Transporter VFX */
if ( self->spawnflags & 4 ) {
if ( TransDat[clientNum].beamTime == 0 ) {
G_InitTransport( clientNum, destPoint, dest->s.angles );
}
}
else {
TeleportPlayer( other, destPoint, dest->s.angles, TP_NORMAL );
}
}
if(self->sound1to2 && self->wait && !(self->flags & FL_CLAMPED)) {
G_AddEvent(self, EV_GENERAL_SOUND, self->sound1to2);
self->flags ^= FL_CLAMPED;
}
}
/**
* \brief Think function of trigger_teleport.
*
* Think function of trigger_teleport.
*
* @param ent the trigger
*/
void trigger_teleport_think(gentity_t *ent) {
ent->nextthink = -1;
if(!(ent->flags & FL_LOCKED))
ent->flags ^= FL_LOCKED;
if(ent->wait && (ent->flags & FL_CLAMPED))
ent->flags ^= FL_CLAMPED;
}
/**
* \brief Use function of trigger_teleport.
*
* Use function of trigger_teleport.
*
* @param ent the trigger
* @param other another entity
* @param activator the activator
*/
void trigger_teleport_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
if(!Q_stricmp(ent->swapname, activator->target))
if(ent->flags & FL_LOCKED)
ent->nextthink = level.time + (ent->wait * 1000);
ent->flags ^= FL_LOCKED;
}
/*QUAKED trigger_teleport (.5 .5 .5) ? SPECTATOR RANDOM VISUAL_FX SUSPENDED DEACTIVATED
-----DESCRIPTION-----
Allows client side prediction of teleportation events.
Must point at a target_position or info_notnull, which will be the teleport destination.
-----SPAWNFLAGS-----
1: SPECTATOR: If set, only spectators can use this teleport.
Spectator teleporters are not normally placed in the editor, but are created
automatically near doors to allow spectators to move through them.
2: RANDOM: send player to random info_player_deathmatch spawn point
4: VISUAL_FX: plays the Star Trek transporter FX and beams the player out slowly
8: SUSPENDED: player appears with the bounding box aligned to the bottom of the target
If this isn't set, the player materializes at the first solid surface under it
16: DEACTIVATED: Spawns deactivated
-----KEYS-----
"swapname" - ACTIVATE/DEACTIVATE (Using entity needs SELF/NOACTIVATOR)
"wait" - time before trigger deactivates itself automatically
"soundstart" - sound to play if triggered
"health" - default is original behavior (speed of 400), any other value will be the
speed at which the player is spewed forth from the tranpsorter destination. -1
if you want no speed. The transporter VISUAL_FX flag will only work if the health
is set to 0 or -1 as it cannot support 'spewing'.
*/
/**
* \brief Spawn function of trigger_teleport.
*
* Spawn function of trigger_teleport.
*
* @param self the trigger
*/
void SP_trigger_teleport( gentity_t *self )
{
char *temp;
InitTrigger (self);
/*
* unlike other triggers, we need to send this one to the client
* unless is a spectator trigger
*/
if ( self->spawnflags & 1)
{
self->r.svFlags |= SVF_NOCLIENT;
}
else
{
self->r.svFlags &= ~SVF_NOCLIENT;
}
self->s.eType = ET_TELEPORT_TRIGGER;
self->touch = trigger_teleporter_touch;
if(self->spawnflags & 16)
self->flags ^= FL_LOCKED;
self->use = trigger_teleport_use;
if(self->wait) {
self->nextthink = -1;
self->think = trigger_teleport_think;
}
if(G_SpawnString("soundstart", "", &temp))
self->sound1to2 = G_SoundIndex(temp);
VectorCopy(self->r.maxs, self->s.origin2);
VectorCopy(self->r.mins, self->s.angles2);
trap_LinkEntity (self);
level.numBrushEnts++;
}
/*
==============================================================================
trigger_hurt
==============================================================================
*/
/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW EVO_PROTECT NO_ADMIN
-----DESCRIPTION-----
Any entity that touches this will be hurt.
It does dmg points of damage each server frame
Targeting the trigger will toggle its on / off state.
-----SPAWNFLAGS-----
1: START_OFF - trigger will not be doing damage until toggled on
2: TOGGLE - can be toggled
4: SILENT - supresses playing the sound
8: NO_PROTECTION - *nothing* stops the damage
16: SLOW - changes the damage rate to once per second
32: EVO_PROTECT - Evosuit protects the client, even if NO_PROTECTION is set
64: NO_ADMIN - admins don't get hurt, even if NO_PROTECTION is set
-----KEYS-----
"dmg" - default 5 (whole numbers only)
*/
/**
* \brief Use function of trigger_hurt.
*
* Use function of trigger hurt.
*
* @param self the trigger
* @param other another entity
* @param activator the activator
*/
void hurt_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
self->count = !self->count;
}
/**
* \brief Touch function of trigger_hurt.
*
* Touch function of trigger_hurt.
*
* @param self the trigger
* @param other the touching entity
* @param trace a trace
*/
void hurt_touch( gentity_t *self, gentity_t *other, trace_t *trace ) {
int dflags;
if(!self->count) return;
/*
* RPG-X | Phenix | 8/8/204
* (If the guy is wearning an evosuit)
*/
if ((self->spawnflags & 32) && (other->flags & FL_EVOSUIT)) {
return;
}
if(self->spawnflags & 64) {
if(IsAdmin(other))
return;
}
if ( !other->takedamage ) {
return;
}
if ( self->timestamp > level.time ) {
return;
}
/* RPG-X | Phenix | 9/8/2004 */
if (other->health <= 1) {
return;
}
if ( self->spawnflags & 16 ) {
self->timestamp = level.time + 1000;
} else {
self->timestamp = level.time + FRAMETIME;
}
/* play sound */
if ( !(self->spawnflags & 4) ) {
G_Sound( other, self->noise_index );
}
if (self->spawnflags & 8)
dflags = DAMAGE_NO_PROTECTION;
else
dflags = 0;
G_Damage (other, self, self, NULL, NULL, self->damage, dflags, MOD_TRIGGER_HURT);
}
/**
* \brief Spawn function of trigger_hurt.
*
* Spawn function of trigger_hurt.
*
* @param self the trigger
*/
void SP_trigger_hurt( gentity_t *self ) {
InitTrigger (self);
/* TiM - gets very annoying after a while */
self->noise_index = G_SoundIndex( "sound/world/electro.wav" );
self->touch = hurt_touch;
if ( !self->damage ) {
self->damage = 5;
}
self->r.contents = CONTENTS_TRIGGER;
if ( self->spawnflags & 2 ) {
self->use = hurt_use;
}
self->count = !(self->spawnflags & 1);
/* link in to the world if starting active | this won't work */
/*if ( ! (self->spawnflags & 1) ) {
trap_LinkEntity (self);
}*/
VectorCopy(self->r.maxs, self->s.origin2);
VectorCopy(self->r.mins, self->s.angles2);
trap_LinkEntity(self);
level.numBrushEnts++;
}
/*
==============================================================================
timer
This should be renamed trigger_timer...
==============================================================================
*/
/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
-----DESCRIPTION-----
Fires its targets every "wait" seconds.
Can be turned on or off by using.
-----SPAWNFLAGS-----
1: START_ON - will be on at spawn and setting up for it's first intervall
-----KEYS-----
"wait" - base time between triggering all targets, default is 1
"random" - wait variance, default is 0
so, the basic time between firing is a random time between
(wait - random) and (wait + random)
*/
/**
* \brief Think function of func_timer.
*
* Think function of func_timer.
*
* @param self the entity
*/
void func_timer_think( gentity_t *self ) {
G_UseTargets (self, self->activator);
/* set time before next firing */
self->nextthink = level.time + 1000 * ( self->wait + crandom() * self->random );
}
/**
* \brief Use function of func_timer.
*
* Use function of func_timer.
*
* @param self the entity
* @param other another entity
* @param activator the activator
*/
void func_timer_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
self->activator = activator;
/* if on, turn it off */
if ( self->nextthink ) {
self->nextthink = 0;
return;
}
/* turn it on */
func_timer_think (self);
}
/**
* \brief Spawn function of func_timer.
*
* Spawn function of func_timer.
*
* @param self the entity
*/
void SP_func_timer( gentity_t *self ) {
G_SpawnFloat( "random", "1", &self->random);
G_SpawnFloat( "wait", "1", &self->wait );
self->use = func_timer_use;
self->think = func_timer_think;
if ( self->random >= self->wait ) {
self->random = self->wait - FRAMETIME;
DEVELOPER(G_Printf(S_COLOR_YELLOW "[Entity-Warning] func_timer at %s has random >= wait\n", vtos( self->s.origin ) ););
}
if ( self->spawnflags & 1 ) {
self->nextthink = level.time + FRAMETIME;
self->activator = self;
}
self->r.svFlags = SVF_NOCLIENT;
}
/*QUAKED trigger_transporter (0.5 0.5 0.5) ?
-----DESCRIPTION-----
This is used in combination with ui_transporter.
Have this be targeted by ui_transporter.
-----SPAWNFLAGS-----
none
-----KEYS-----
"wait" time to wait before trigger gets deactivated again(in seconds, default 5)
"soundstart" transport sound;
*/
/**
* \brief Think function of trigger_transporter.
*
* Think function of trigger_transporter.
*
* @param ent the trigger
*/
void trigger_transporter_think(gentity_t *ent) {
if(Q_stricmp(ent->classname, "tent")) {
ent->nextthink = -1;
ent->flags ^= FL_LOCKED;
ent->flags ^= FL_CLAMPED;
} else {
ent->target_ent->flags ^= FL_LOCKED;
ent->target_ent->flags ^= FL_CLAMPED;
G_FreeEntity(ent);
}
}
/**
* \brief Think function of trigger_transporter for server change.
*
* Think function of trigger_transporter for server change.
*
* @param ent the trigger
*/
void trigger_transporter_serverchange(gentity_t *ent) {
trap_SendServerCommand(ent->touched-g_entities, va("cg_connect \"%s\"\n", ent->targetname2));
G_FreeEntity(ent);
}
/**
* \brief Touch function of trigger_transporter.
*
* Touch function of trigger_transporter.
*
* @param ent the trigger
* @param other the touching entity
* @param trace a trace
*/
void trigger_transporter_touch(gentity_t *ent, gentity_t *other, trace_t *trace) {
char *srv;
vec3_t offset = { 0, 0, 12 };
vec3_t target;
gentity_t *targetEnt;
gentity_t *tent;
int clientNum;
if((ent->flags & FL_LOCKED) || (!other->client) || (other->flags & FL_CLAMPED)) return;
clientNum = other->client->ps.clientNum;
if(ent->sound1to2 && !(ent->flags & FL_CLAMPED)) {
G_AddEvent(other, EV_GENERAL_SOUND, ent->sound1to2);
ent->flags ^= FL_CLAMPED;
}
other->flags ^= FL_CLAMPED;
if(!ent->count)
if(ent->target_ent->target) {
targetEnt = G_PickTarget(ent->target_ent->target);
VectorAdd(targetEnt->s.origin, offset, target);
G_InitTransport(clientNum, target, targetEnt->s.angles);
} else {
G_InitTransport(clientNum, ent->target_ent->s.origin, ent->target_ent->s.angles);
}
else {
srv = level.srvChangeData.ip[ent->health];
tent = G_Spawn();
tent->think = trigger_transporter_serverchange;
tent->nextthink = level.time + 3000;
TransDat[clientNum].beamTime = level.time + 8000;
other->client->ps.powerups[PW_BEAM_OUT] = level.time + 8000;
tent->touched = other;
tent->targetname2 = G_NewString(srv);
tent = G_Spawn();
tent->classname = G_NewString("tent");
tent->target_ent = ent;
tent->think = trigger_transporter_think;
tent->nextthink = level.time + ent->wait;
}
}
/**
* \brief Delay think function of trigger_transporter.
*
* Delay think function of trigger_transporter.
*
* @param ent the trigger
*/
void trigger_transporter_delay(gentity_t *ent) {
ent->think = trigger_teleport_think;
ent->nextthink = level.time + ent->wait;
ent->flags ^= FL_LOCKED;
}
/**
* \brief Spawn function of trigger_transporter.
*
* Spawn function of trigger_transporter.
*
* @param ent the trigger
*/
void SP_trigger_transporter(gentity_t *ent) {
char *temp;
InitTrigger(ent);
if(!ent->wait) {
DEVELOPER(G_Printf(S_COLOR_YELLOW "[Entity-Error] trigger_transporter without wait at %s!\n", vtos(ent->s.origin)););
G_FreeEntity(ent);
return;
}
if(G_SpawnString("soundstart", "", &temp))
ent->sound1to2 = G_SoundIndex(temp);
if(!ent->wait)
ent->wait = 5;
ent->wait *= 1000;
ent->touch = trigger_transporter_touch;
ent->flags ^= FL_LOCKED;
VectorCopy(ent->r.maxs, ent->s.apos.trBase);
VectorCopy(ent->r.mins, ent->s.pos.trBase);
trap_LinkEntity(ent);
level.numBrushEnts++;
}
/*QUAKED trigger_radiation (0.5 0.5 0.5) ? START_OFF MAP_WIDE
-----DESCRIPTION-----
This can be used in three ways:
- as radiation volume trigger
- as mapwide radiation
-----SPAWNFLAGS-----
1: START_OFF - ent is off at spawn
2: MAP_WIDE - mapwide radiation
-----KEYS-----
The damage the radiation does is calculated from these two values:
"damage" damage(default 1)
"wait" wait(seconds, default 10)
Forumla is: dps = dmg / wait
*/
/**
* \brief Touch function of trigger_radiation.
*
* Touch function of trigger_radiation.
*
* @param ent the trigger
* @param other the touching entity
* @param trace a trace
*/
void trigger_radiation_touch(gentity_t *ent, gentity_t *other, trace_t *trace) {
if(!other || !other->client || !ent->count) return;
if(!(ent->flags & FL_LOCKED)) {
if(other->health - ent->damage < 0)
other->health = 0;
else
other->health -= ent->damage;
other->client->ps.stats[STAT_HEALTH] = other->health;
ent->flags ^= FL_LOCKED;
}
/* TODO: display radiation symbol? */
}
/**
* \brief Think function of trigger_radiation.
*
* Think function of trigger_radiation.
*
* @param ent the trigger
*/
void trigger_radiation_think(gentity_t *ent) {
if(ent->flags & FL_LOCKED)
ent->flags ^= FL_LOCKED;
}
/**
* \brief Use function of trigger_radiation.
*
* Use function of trigger_radiation.
*
* @param ent the trigger
* @param other another entity
* @param activator the activator
*/
void trigger_radiation_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
ent->count = !ent->count;
}
/**
* \brief Spawn function of trigger_radiation.
*
* Spawn function of trigger_radiation.
*
* @param ent the trigger
*/
void SP_trigger_radiation(gentity_t *ent) {
if(!ent->damage)
ent->damage = 1;
if(!ent->wait)
ent->wait = 10000;
else
ent->wait *= 1000;
InitTrigger(ent);
ent->count = !(ent->spawnflags & 1);
if(!(ent->spawnflags & 2))
ent->touch = trigger_radiation_touch;
ent->think = trigger_radiation_think;
ent->nextthink = level.time + ent->wait;
ent->flags ^= FL_LOCKED;
ent->use = trigger_radiation_use;
VectorCopy(ent->r.maxs, ent->s.apos.trBase);
VectorCopy(ent->r.mins, ent->s.pos.trBase);
trap_LinkEntity(ent);
if(!ent->tmpEntity)
level.numBrushEnts++;
}
/*QUAKED trigger_airlock (0.5 0.5 0.5) ?
-----DESCRIPTION-----
This is an entity that manages airlocks.
It can be used for Maintenance-Locks (Space Walks) internal Airlocks (for example to a quarantene zone)
or... as a way to abandon ship the hard way ^^ In that last case even an EVA-Suit won't protect you.
It is controlled by User Interface.
The Entity automatically features door management in a cycle, a check for an EVA-Suit (trigger_hurt)
and a push to get overboard (trigger_push).
It is hardcoded to expect func_doors for entrance on either side and a func_forcefiled for ejecting
(the forcefield is best placed within the outer door).
For Setup please set both sets of doors to wait = -1 and have the inner (if you select spawnflag no. 1
the outer) door spawn in it's open state.
-----SPAWNFLAGS-----
1: START_OUTSIDE - assumes that the outside door is open and set's itself up approopriately to cycle in at first use
2: NO_VENT - Will not check for push-target and forcefield that are required to vent the airlock.
4: QUARTANTENE_LOCK - airlock will be considered as an internal airlock to a quarantene zone or similar.
this will not kill and will not check for ejection-stuff, so NO_VENT is included in this spawnflag.
-----KEYS-----
"wait" time to wait before trigger gets deactivated again(in seconds, default 5)
"soundstart" transport sound;
*/