func_train: Add support for TRAIN_WAIT (1), which is used by the first elevator

in the Hazard Course training. Fun stuff.
This commit is contained in:
Marco Cawthorne 2019-09-10 09:53:36 +02:00
parent 9a47c3d9b8
commit 637a311c3f

View file

@ -14,13 +14,13 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*QUAKED func_train (0 .5 .8) ? x x x TRAIN_NOTSOLID
/*QUAKED func_train (0 .5 .8) ? TRAIN_WAIT x x TRAIN_NOTSOLID
"targetname" Name
"target" First node.
"killtarget" Target to kill when triggered.
"dmg" Damage to inflict upon a person blocking the way.
"snd_move" Path to sound sample which plays when it's moving.
"snd_stop" Path to sound sample which plays when it stops moving.
"dmg" Damage to inflict upon a person blocking the way.
"snd_move" Path to sound sample which plays when it's moving.
"snd_stop" Path to sound sample which plays when it stops moving.
Moving platform following along path_corner entities, aka nodes.
Most of its behaviour is controlled by the path_corner entities it passes over.
@ -35,7 +35,12 @@ collide with the train. This is best used for things in the distance or for
when lasers are following this train as a sort of guide.
*/
#define TRAIN_NOTSOLID 8
enumflags {
TRAIN_WAIT,
TRAIN_UNUSED1,
TRAIN_UNUSED2,
TRAIN_NOTSOLID
};
string g_strTrainMoveSnd[] = {
"common/null.wav",
@ -160,7 +165,7 @@ func_train::NextPath(void)
}
/* stop until triggered again */
if (eNode.spawnflags & PC_WAIT) {
if (eNode.spawnflags & PC_WAIT || spawnflags & TRAIN_WAIT) {
return;
}