random_trigger: Initial implementation. Triggers its target after a random albeit roughly defined interval
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2 changed files with 89 additions and 0 deletions
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@ -86,6 +86,7 @@ server/monster_generic.cpp
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server/monstermaker.cpp
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server/multisource.cpp
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server/random_speaker.cpp
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server/random_trigger.cpp
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server/scripted_sentence.cpp
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server/scripted_sequence.cpp
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#endlist
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88
src/gs-entbase/server/random_trigger.cpp
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88
src/gs-entbase/server/random_trigger.cpp
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@ -0,0 +1,88 @@
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED random_trigger (1 0 0) (-8 -8 -8) (8 8 8)
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"targetname" Name
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"target" Target when triggered
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"killtarget" Target to kill when triggered
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"start_state" Start state (either 0 or 1)
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"wait" Minimum time
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"random_min" Minimum added random time
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"random_max" Maximum added random time
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When triggered, it'll calculate some random interval until it triggers
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its targets, based on some limits given.
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Trivia:
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It was introduced in Gunman Chronicles.
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*/
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class random_trigger:CBaseTrigger
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{
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float m_flMinTime;
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float m_flRandMin;
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float m_flRandMax;
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int m_iStartState;
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void(void) random_trigger;
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virtual void(entity,int) Trigger;
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virtual void(void) Respawn;
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};
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void
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random_trigger::Trigger(entity act, int state)
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{
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float r;
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if (GetMaster() == FALSE)
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return;
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r = time + m_flMinTime + random(m_flRandMin, m_flRandMax);
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CBaseTrigger::UseTargets_Delay(other, TRIG_TOGGLE, r);
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}
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void
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random_trigger::Respawn(void)
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{
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if (m_iStartState == 1)
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Trigger(this, TRIG_ON);
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}
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void
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random_trigger::random_trigger(void)
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{
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for (int i = 1; i < (tokenize(__fullspawndata) - 1); i += 2) {
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switch (argv(i)) {
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case "start_state":
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m_iStartState = stoi(argv(i+1));
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break;
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case "wait":
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m_flMinTime = stof(argv(i+1));
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break;
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case "random_min":
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m_flRandMin = stof(argv(i+1));
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break;
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case "random_max":
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m_flRandMax = stof(argv(i+1));
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break;
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default:
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break;
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}
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}
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CBaseTrigger::CBaseTrigger();
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}
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