func_train: Add support for TRAIN_WAIT (1), which is used by the first elevator
in the Hazard Course training. Fun stuff.
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1 changed files with 11 additions and 6 deletions
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@ -14,13 +14,13 @@
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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 func_train (0 .5 .8) ? x x x TRAIN_NOTSOLID
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/*QUAKED func_train (0 .5 .8) ? TRAIN_WAIT x x TRAIN_NOTSOLID
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"targetname" Name
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"target" First node.
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"killtarget" Target to kill when triggered.
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"dmg" Damage to inflict upon a person blocking the way.
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"snd_move" Path to sound sample which plays when it's moving.
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"snd_stop" Path to sound sample which plays when it stops moving.
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"dmg" Damage to inflict upon a person blocking the way.
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"snd_move" Path to sound sample which plays when it's moving.
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"snd_stop" Path to sound sample which plays when it stops moving.
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Moving platform following along path_corner entities, aka nodes.
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Most of its behaviour is controlled by the path_corner entities it passes over.
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@ -35,7 +35,12 @@ collide with the train. This is best used for things in the distance or for
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when lasers are following this train as a sort of guide.
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*/
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#define TRAIN_NOTSOLID 8
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enumflags {
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TRAIN_WAIT,
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TRAIN_UNUSED1,
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TRAIN_UNUSED2,
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TRAIN_NOTSOLID
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};
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string g_strTrainMoveSnd[] = {
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"common/null.wav",
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@ -160,7 +165,7 @@ func_train::NextPath(void)
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}
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/* stop until triggered again */
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if (eNode.spawnflags & PC_WAIT) {
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if (eNode.spawnflags & PC_WAIT || spawnflags & TRAIN_WAIT) {
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return;
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}
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