mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2025-02-13 07:21:33 +00:00
863 lines
14 KiB
C
863 lines
14 KiB
C
/*
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* Copyright (C) 1997-2001 Id Software, Inc.
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* =======================================================================
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*
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* Trigger.
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*
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* =======================================================================
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*/
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#include "header/local.h"
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#define PUSH_ONCE 1
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static int windsound;
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void
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InitTrigger(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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if (!VectorCompare(self->s.angles, vec3_origin))
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{
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G_SetMovedir(self->s.angles, self->movedir);
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}
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self->solid = SOLID_TRIGGER;
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self->movetype = MOVETYPE_NONE;
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gi.setmodel(self, self->model);
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self->svflags = SVF_NOCLIENT;
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}
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/*
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* The wait time has passed, so
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* set back up for another activation
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*/
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void
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multi_wait(edict_t *ent)
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{
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if (!ent)
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{
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return;
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}
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ent->nextthink = 0;
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}
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/*
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* The trigger was just activated
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* ent->activator should be set to
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* the activator so it can be held
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* through a delay so wait for the
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* delay time before firing
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*/
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void
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multi_trigger(edict_t *ent)
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{
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if (!ent)
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{
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return;
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}
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if (ent->nextthink)
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{
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return; /* already been triggered */
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}
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G_UseTargets(ent, ent->activator);
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if (ent->wait > 0)
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{
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ent->think = multi_wait;
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ent->nextthink = level.time + ent->wait;
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}
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else
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{
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/* we can't just remove (self) here,
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because this is a touch function
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called while looping through area
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links... */
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ent->touch = NULL;
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ent->nextthink = level.time + FRAMETIME;
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ent->think = G_FreeEdict;
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}
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}
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void
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Use_Multi(edict_t *ent, edict_t *other /* unused */, edict_t *activator)
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{
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if (!ent || !activator)
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{
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return;
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}
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ent->activator = activator;
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multi_trigger(ent);
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}
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void
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Touch_Multi(edict_t *self, edict_t *other, cplane_t *plane /* unused */,
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csurface_t *surf /* unused */)
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{
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if (!self || !other)
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{
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return;
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}
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if (other->client)
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{
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if (self->spawnflags & 2)
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{
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return;
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}
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}
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else if (other->svflags & SVF_MONSTER)
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{
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if (!(self->spawnflags & 1))
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{
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return;
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}
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}
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else
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{
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return;
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}
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if (!VectorCompare(self->movedir, vec3_origin))
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{
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vec3_t forward;
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AngleVectors(other->s.angles, forward, NULL, NULL);
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if (_DotProduct(forward, self->movedir) < 0)
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{
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return;
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}
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}
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self->activator = other;
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multi_trigger(self);
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}
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/*
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* QUAKED trigger_multiple (.5 .5 .5) ? MONSTER NOT_PLAYER TRIGGERED
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* Variable sized repeatable trigger. Must be targeted at one or more
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* entities. If "delay" is set, the trigger waits some time after
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* activating before firing.
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*
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* "wait" : Seconds between triggerings. (.2 default)
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*
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* sounds
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* 1) secret
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* 2) beep beep
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* 3) large switch
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* 4)
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*
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* set "message" to text string
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*/
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void
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trigger_enable(edict_t *self, edict_t *other /* unused */,
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edict_t *activator /* unused */)
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{
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if (!self)
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{
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return;
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}
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self->solid = SOLID_TRIGGER;
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self->use = Use_Multi;
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gi.linkentity(self);
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}
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void
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SP_trigger_multiple(edict_t *ent)
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{
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if (!ent)
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{
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return;
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}
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if (ent->sounds == 1)
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{
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ent->noise_index = gi.soundindex("misc/secret.wav");
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}
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else if (ent->sounds == 2)
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{
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ent->noise_index = gi.soundindex("misc/talk.wav");
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}
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else if (ent->sounds == 3)
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{
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ent->noise_index = gi.soundindex ("misc/trigger1.wav");
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}
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if (!ent->wait)
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{
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ent->wait = 0.2;
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}
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ent->touch = Touch_Multi;
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ent->movetype = MOVETYPE_NONE;
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ent->svflags |= SVF_NOCLIENT;
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if (ent->spawnflags & 4)
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{
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ent->solid = SOLID_NOT;
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ent->use = trigger_enable;
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}
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else
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{
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ent->solid = SOLID_TRIGGER;
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ent->use = Use_Multi;
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}
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if (!VectorCompare(ent->s.angles, vec3_origin))
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{
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G_SetMovedir(ent->s.angles, ent->movedir);
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}
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gi.setmodel(ent, ent->model);
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gi.linkentity(ent);
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}
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/*
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* QUAKED trigger_once (.5 .5 .5) ? x x TRIGGERED
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* Triggers once, then removes itself.
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*
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* You must set the key "target" to the name of another
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* object in the level that has a matching "targetname".
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*
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* If TRIGGERED, this trigger must be triggered before it is live.
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*
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* sounds
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* 1) secret
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* 2) beep beep
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* 3) large switch
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*
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* "message" string to be displayed when triggered
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*/
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void
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SP_trigger_once(edict_t *ent)
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{
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if (!ent)
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{
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return;
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}
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/* make old maps work because I
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messed up on flag assignments here
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triggered was on bit 1 when it
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should have been on bit 4 */
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if (ent->spawnflags & 1)
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{
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vec3_t v;
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VectorMA(ent->mins, 0.5, ent->size, v);
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ent->spawnflags &= ~1;
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ent->spawnflags |= 4;
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gi.dprintf("fixed TRIGGERED flag on %s at %s\n", ent->classname, vtos(v));
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}
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ent->wait = -1;
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SP_trigger_multiple(ent);
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}
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/*
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* QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
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* This fixed size trigger cannot be touched,
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* it can only be fired by other events.
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*/
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void
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trigger_relay_use(edict_t *self, edict_t *other /* unused */,
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edict_t *activator)
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{
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if (!self || !activator)
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{
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return;
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}
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G_UseTargets(self, activator);
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}
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void
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SP_trigger_relay(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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self->use = trigger_relay_use;
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}
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/*
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* QUAKED trigger_key (.5 .5 .5) (-8 -8 -8) (8 8 8)
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* A relay trigger that only fires it's targets if player
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* has the proper key. Use "item" to specify the required key,
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* for example "key_data_cd"
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*/
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void
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trigger_key_use(edict_t *self, edict_t *other /* unused */,
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edict_t *activator)
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{
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int index;
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if (!self || !activator)
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{
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return;
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}
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if (!self->item)
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{
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return;
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}
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if (!activator->client)
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{
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return;
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}
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index = ITEM_INDEX(self->item);
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if (!activator->client->pers.inventory[index])
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{
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if (level.time < self->touch_debounce_time)
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{
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return;
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}
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self->touch_debounce_time = level.time + 5.0;
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gi.centerprintf(activator, "You need the %s", self->item->pickup_name);
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gi.sound(activator, CHAN_AUTO, gi.soundindex( "misc/keytry.wav"), 1, ATTN_NORM, 0);
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return;
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}
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gi.sound(activator, CHAN_AUTO, gi.soundindex( "misc/keyuse.wav"), 1, ATTN_NORM, 0);
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if (coop->value)
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{
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int player;
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edict_t *ent;
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if (strcmp(self->item->classname, "key_power_cube") == 0)
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{
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int cube;
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for (cube = 0; cube < 8; cube++)
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{
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if (activator->client->pers.power_cubes & (1 << cube))
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{
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break;
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}
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}
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for (player = 1; player <= game.maxclients; player++)
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{
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ent = &g_edicts[player];
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if (!ent->inuse)
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{
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continue;
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}
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if (!ent->client)
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{
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continue;
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}
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if (ent->client->pers.power_cubes & (1 << cube))
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{
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ent->client->pers.inventory[index]--;
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ent->client->pers.power_cubes &= ~(1 << cube);
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}
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}
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}
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else
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{
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for (player = 1; player <= game.maxclients; player++)
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{
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ent = &g_edicts[player];
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if (!ent->inuse)
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{
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continue;
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}
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if (!ent->client)
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{
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continue;
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}
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ent->client->pers.inventory[index] = 0;
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}
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}
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}
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else
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{
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activator->client->pers.inventory[index]--;
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}
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G_UseTargets(self, activator);
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self->use = NULL;
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}
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void
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SP_trigger_key(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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if (!st.item)
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{
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gi.dprintf("no key item for trigger_key at %s\n", vtos(self->s.origin));
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return;
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}
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self->item = FindItemByClassname(st.item);
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if (!self->item)
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{
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gi.dprintf("item %s not found for trigger_key at %s\n", st.item,
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vtos(self->s.origin));
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return;
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}
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if (!self->target)
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{
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gi.dprintf("%s at %s has no target\n", self->classname,
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vtos(self->s.origin));
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return;
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}
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gi.soundindex("misc/keytry.wav");
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gi.soundindex("misc/keyuse.wav");
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self->use = trigger_key_use;
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}
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/*
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* QUAKED trigger_counter (.5 .5 .5) ? nomessage
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* Acts as an intermediary for an action that takes multiple inputs.
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*
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* If nomessage is not set, it will print "1 more.. " etc when
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* triggered and "sequence complete" when finished.
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*
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* After the counter has been triggered "count" times (default 2),
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* it will fire all of it's targets and remove itself.
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*/
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void
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trigger_counter_use(edict_t *self, edict_t *other /* unused */,
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edict_t *activator)
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{
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if (!self || !activator)
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{
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return;
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}
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if (self->count == 0)
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{
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return;
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}
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self->count--;
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if (self->count)
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{
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if (!(self->spawnflags & 1))
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{
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gi.centerprintf(activator, "%i more to go...", self->count);
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gi.sound(activator, CHAN_AUTO, gi.soundindex(
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"misc/talk1.wav"), 1, ATTN_NORM, 0);
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}
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return;
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}
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if (!(self->spawnflags & 1))
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{
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gi.centerprintf(activator, "Sequence completed!");
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gi.sound(activator, CHAN_AUTO, gi.soundindex(
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"misc/talk1.wav"), 1, ATTN_NORM, 0);
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}
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self->activator = activator;
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multi_trigger(self);
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}
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void
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SP_trigger_counter(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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self->wait = -1;
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if (!self->count)
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{
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self->count = 2;
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}
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self->use = trigger_counter_use;
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}
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/*
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* QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)
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* This trigger will always fire. It is activated by the world.
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*/
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void
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SP_trigger_always(edict_t *ent)
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{
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if (!ent)
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{
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return;
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}
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/* we must have some delay to make
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sure our use targets are present */
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if (ent->delay < 0.2)
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{
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ent->delay = 0.2;
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}
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G_UseTargets(ent, ent);
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}
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void
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trigger_push_touch(edict_t *self, edict_t *other, cplane_t *plane /* unused */,
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csurface_t *surf /* unused */)
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{
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if (!self || !other)
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{
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return;
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}
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if (strcmp(other->classname, "grenade") == 0)
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{
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VectorScale(self->movedir, self->speed * 10, other->velocity);
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}
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else if (other->health > 0)
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{
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VectorScale(self->movedir, self->speed * 10, other->velocity);
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if (other->client)
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{
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/* don't take falling damage
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immediately from this */
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VectorCopy(other->velocity, other->client->oldvelocity);
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if (other->fly_sound_debounce_time < level.time)
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{
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other->fly_sound_debounce_time = level.time + 1.5;
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gi.sound(other, CHAN_AUTO, windsound, 1, ATTN_NORM, 0);
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}
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}
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}
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if (self->spawnflags & PUSH_ONCE)
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{
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G_FreeEdict(self);
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}
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}
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/*
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* QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE
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* Pushes the player
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*
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* "speed" defaults to 1000
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*/
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void
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SP_trigger_push(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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InitTrigger(self);
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windsound = gi.soundindex("misc/windfly.wav");
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self->touch = trigger_push_touch;
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if (!self->speed)
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{
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self->speed = 1000;
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}
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gi.linkentity(self);
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}
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/*
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* QUAKED trigger_hurt (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW
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* Any entity that touches this will be hurt.
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*
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* It does dmg points of damage each server frame
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*
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* SILENT supresses playing the sound
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* SLOW changes the damage rate to once per second
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* NO_PROTECTION *nothing* stops the damage
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*
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|
* "dmg" default 5 (whole numbers only)
|
|
*/
|
|
void
|
|
hurt_touch(edict_t *self, edict_t *other, cplane_t *plane /* unused */,
|
|
csurface_t *surf /* unused */)
|
|
{
|
|
int dflags;
|
|
|
|
if (!self || !other)
|
|
{
|
|
return;
|
|
}
|
|
|
|
|
|
if (!other->takedamage)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (self->timestamp > level.time)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (self->spawnflags & 16)
|
|
{
|
|
self->timestamp = level.time + 1;
|
|
}
|
|
else
|
|
{
|
|
self->timestamp = level.time + FRAMETIME;
|
|
}
|
|
|
|
if (!(self->spawnflags & 4))
|
|
{
|
|
if ((level.framenum % 10) == 0)
|
|
{
|
|
gi.sound(other, CHAN_AUTO, self->noise_index, 1, ATTN_NORM, 0);
|
|
}
|
|
}
|
|
|
|
if (self->spawnflags & 8)
|
|
{
|
|
dflags = DAMAGE_NO_PROTECTION;
|
|
}
|
|
else
|
|
{
|
|
dflags = 0;
|
|
}
|
|
|
|
T_Damage(other, self, self, vec3_origin, other->s.origin, vec3_origin,
|
|
self->dmg, self->dmg, dflags, MOD_TRIGGER_HURT);
|
|
}
|
|
|
|
void
|
|
hurt_use(edict_t *self, edict_t *other /* unused */,
|
|
edict_t *activator /* unused */)
|
|
{
|
|
if (!self)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (self->solid == SOLID_NOT)
|
|
{
|
|
int i, num;
|
|
edict_t *touch[MAX_EDICTS], *hurtme;
|
|
|
|
self->solid = SOLID_TRIGGER;
|
|
num = gi.BoxEdicts (self->absmin, self->absmax,
|
|
touch, MAX_EDICTS, AREA_SOLID);
|
|
|
|
/* Check for idle monsters in
|
|
trigger hurt */
|
|
for (i = 0 ; i < num ; i++)
|
|
{
|
|
hurtme = touch[i];
|
|
hurt_touch (self, hurtme, NULL, NULL);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
self->solid = SOLID_NOT;
|
|
}
|
|
|
|
gi.linkentity(self);
|
|
|
|
if (!(self->spawnflags & 2))
|
|
{
|
|
self->use = NULL;
|
|
}
|
|
}
|
|
|
|
void
|
|
SP_trigger_hurt(edict_t *self)
|
|
{
|
|
if (!self)
|
|
{
|
|
return;
|
|
}
|
|
|
|
InitTrigger(self);
|
|
|
|
self->noise_index = gi.soundindex("world/electro.wav");
|
|
self->touch = hurt_touch;
|
|
|
|
if (!self->dmg)
|
|
{
|
|
self->dmg = 5;
|
|
}
|
|
|
|
if (self->spawnflags & 1)
|
|
{
|
|
self->solid = SOLID_NOT;
|
|
}
|
|
else
|
|
{
|
|
self->solid = SOLID_TRIGGER;
|
|
}
|
|
|
|
if (self->spawnflags & 2)
|
|
{
|
|
self->use = hurt_use;
|
|
}
|
|
|
|
gi.linkentity(self);
|
|
}
|
|
|
|
/*
|
|
* QUAKED trigger_gravity (.5 .5 .5) ?
|
|
* Changes the touching entites gravity to
|
|
* the value of "gravity". 1.0 is standard
|
|
* gravity for the level.
|
|
*/
|
|
|
|
void
|
|
trigger_gravity_touch(edict_t *self, edict_t *other, cplane_t *plane /* unused */,
|
|
csurface_t *surf /* unused */)
|
|
{
|
|
if (!self || !other)
|
|
{
|
|
return;
|
|
}
|
|
|
|
other->gravity = self->gravity;
|
|
}
|
|
|
|
void
|
|
SP_trigger_gravity(edict_t *self)
|
|
{
|
|
if (!self)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (st.gravity == 0)
|
|
{
|
|
gi.dprintf("trigger_gravity without gravity set at %s\n",
|
|
vtos(self->s.origin));
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
|
|
InitTrigger(self);
|
|
self->gravity = (int)strtol(st.gravity, (char **)NULL, 10);
|
|
self->touch = trigger_gravity_touch;
|
|
}
|
|
|
|
/*
|
|
* QUAKED trigger_monsterjump (.5 .5 .5) ?
|
|
* Walking monsters that touch this will jump in the direction of the trigger's angle
|
|
*
|
|
* "speed" default to 200, the speed thrown forward
|
|
* "height" default to 200, the speed thrown upwards
|
|
*/
|
|
|
|
void
|
|
trigger_monsterjump_touch(edict_t *self, edict_t *other, cplane_t *plane /* unused */,
|
|
csurface_t *surf /* unused */)
|
|
{
|
|
if (!self || !other)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (other->flags & (FL_FLY | FL_SWIM))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (other->svflags & SVF_DEADMONSTER)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!(other->svflags & SVF_MONSTER))
|
|
{
|
|
return;
|
|
}
|
|
|
|
/* set XY even if not on ground, so the jump will clear lips */
|
|
other->velocity[0] = self->movedir[0] * self->speed;
|
|
other->velocity[1] = self->movedir[1] * self->speed;
|
|
|
|
if (!other->groundentity)
|
|
{
|
|
return;
|
|
}
|
|
|
|
other->groundentity = NULL;
|
|
other->velocity[2] = self->movedir[2];
|
|
}
|
|
|
|
void
|
|
SP_trigger_monsterjump(edict_t *self)
|
|
{
|
|
if (!self)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!self->speed)
|
|
{
|
|
self->speed = 200;
|
|
}
|
|
|
|
if (!st.height)
|
|
{
|
|
st.height = 200;
|
|
}
|
|
|
|
if (self->s.angles[YAW] == 0)
|
|
{
|
|
self->s.angles[YAW] = 360;
|
|
}
|
|
|
|
InitTrigger(self);
|
|
self->touch = trigger_monsterjump_touch;
|
|
self->movedir[2] = st.height;
|
|
}
|