368 lines
7.6 KiB
C
368 lines
7.6 KiB
C
|
|
|
|
void() plat_center_touch;
|
|
void() plat_outside_touch;
|
|
void() plat_trigger_use;
|
|
void() plat_go_up;
|
|
void() plat_go_down;
|
|
void() plat_crush;
|
|
float PLAT_LOW_TRIGGER = 1;
|
|
|
|
void() plat_spawn_inside_trigger =
|
|
{
|
|
local entity trigger;
|
|
local vector tmin, tmax;
|
|
|
|
//
|
|
// middle trigger
|
|
//
|
|
trigger = spawn();
|
|
trigger.touch = plat_center_touch;
|
|
trigger.movetype = MOVETYPE_NONE;
|
|
trigger.solid = SOLID_TRIGGER;
|
|
trigger.enemy = self;
|
|
|
|
tmin = self.mins + '25 25 0';
|
|
tmax = self.maxs - '25 25 -8';
|
|
tmin_z = tmax_z - (self.pos1_z - self.pos2_z + 8);
|
|
if (self.spawnflags & PLAT_LOW_TRIGGER)
|
|
tmax_z = tmin_z + 8;
|
|
|
|
if (self.size_x <= 50)
|
|
{
|
|
tmin_x = (self.mins_x + self.maxs_x) / 2;
|
|
tmax_x = tmin_x + 1;
|
|
}
|
|
if (self.size_y <= 50)
|
|
{
|
|
tmin_y = (self.mins_y + self.maxs_y) / 2;
|
|
tmax_y = tmin_y + 1;
|
|
}
|
|
|
|
setsize (trigger, tmin, tmax);
|
|
};
|
|
|
|
void() plat_hit_top =
|
|
{
|
|
sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
|
|
self.state = STATE_TOP;
|
|
self.think = plat_go_down;
|
|
self.nextthink = self.ltime + 3;
|
|
};
|
|
|
|
void() plat_hit_bottom =
|
|
{
|
|
sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
|
|
self.state = STATE_BOTTOM;
|
|
};
|
|
|
|
void() plat_go_down =
|
|
{
|
|
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
|
|
self.state = STATE_DOWN;
|
|
SUB_CalcMove (self.pos2, self.speed, plat_hit_bottom);
|
|
};
|
|
|
|
void() plat_go_up =
|
|
{
|
|
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
|
|
self.state = STATE_UP;
|
|
SUB_CalcMove (self.pos1, self.speed, plat_hit_top);
|
|
};
|
|
|
|
void() plat_center_touch =
|
|
{
|
|
if (other.classname != "player")
|
|
return;
|
|
|
|
if (other.health <= 0)
|
|
return;
|
|
|
|
self = self.enemy;
|
|
if (self.state == STATE_BOTTOM)
|
|
plat_go_up ();
|
|
else if (self.state == STATE_TOP)
|
|
self.nextthink = self.ltime + 1; // delay going down
|
|
};
|
|
|
|
void() plat_outside_touch =
|
|
{
|
|
if (other.classname != "player")
|
|
return;
|
|
|
|
if (other.health <= 0)
|
|
return;
|
|
|
|
//dprint ("plat_outside_touch\n");
|
|
self = self.enemy;
|
|
if (self.state == STATE_TOP)
|
|
plat_go_down ();
|
|
};
|
|
|
|
void() plat_trigger_use =
|
|
{
|
|
if (self.think)
|
|
return; // allready activated
|
|
plat_go_down();
|
|
};
|
|
|
|
|
|
void() plat_crush =
|
|
{
|
|
//dprint ("plat_crush\n");
|
|
|
|
T_Damage (other, self, self, 1);
|
|
|
|
if (self.state == STATE_UP)
|
|
plat_go_down ();
|
|
else if (self.state == STATE_DOWN)
|
|
plat_go_up ();
|
|
else
|
|
objerror ("plat_crush: bad self.state\n");
|
|
};
|
|
|
|
void() plat_use =
|
|
{
|
|
self.use = SUB_Null;
|
|
if (self.state != STATE_UP)
|
|
objerror ("plat_use: not in up state");
|
|
plat_go_down();
|
|
};
|
|
|
|
|
|
/*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER
|
|
speed default 150
|
|
|
|
Plats are always drawn in the extended position, so they will light correctly.
|
|
|
|
If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is trigger, when it will lower and become a normal plat.
|
|
|
|
If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determined by the model's height.
|
|
Set "sounds" to one of the following:
|
|
1) base fast
|
|
2) chain slow
|
|
*/
|
|
|
|
|
|
void() func_plat =
|
|
|
|
{
|
|
local entity t;
|
|
|
|
if (!self.t_length)
|
|
self.t_length = 80;
|
|
if (!self.t_width)
|
|
self.t_width = 10;
|
|
|
|
if (self.sounds == 0)
|
|
self.sounds = 2;
|
|
// FIX THIS TO LOAD A GENERIC PLAT SOUND
|
|
if (self.sounds == 1)
|
|
{
|
|
precache_sound ("plats/plat1.wav");
|
|
precache_sound ("plats/plat2.wav");
|
|
self.noise = "plats/plat1.wav";
|
|
self.noise1 = "plats/plat2.wav";
|
|
}
|
|
else //if (self.sounds == 2)
|
|
{
|
|
precache_sound ("plats/medplat1.wav");
|
|
precache_sound ("plats/medplat2.wav");
|
|
self.noise = "plats/medplat1.wav";
|
|
self.noise1 = "plats/medplat2.wav";
|
|
}
|
|
|
|
|
|
self.mangle = self.angles;
|
|
self.angles = '0 0 0';
|
|
|
|
self.classname = "plat";
|
|
self.solid = SOLID_BSP;
|
|
self.movetype = MOVETYPE_PUSH;
|
|
setorigin (self, self.origin);
|
|
setmodel (self, self.model);
|
|
setsize (self, self.mins , self.maxs);
|
|
|
|
self.blocked = plat_crush;
|
|
if (!self.speed)
|
|
self.speed = 150;
|
|
|
|
// pos1 is the top position, pos2 is the bottom
|
|
self.pos1 = self.origin;
|
|
self.pos2 = self.origin;
|
|
if (self.height)
|
|
self.pos2_z = self.origin_z - self.height;
|
|
else
|
|
self.pos2_z = self.origin_z - self.size_z + 8;
|
|
|
|
self.use = plat_trigger_use;
|
|
|
|
plat_spawn_inside_trigger (); // the "start moving" trigger
|
|
|
|
if (self.targetname)
|
|
{
|
|
self.state = STATE_UP;
|
|
self.use = plat_use;
|
|
}
|
|
else
|
|
{
|
|
setorigin (self, self.pos2);
|
|
self.state = STATE_BOTTOM;
|
|
}
|
|
};
|
|
|
|
//============================================================================
|
|
|
|
void() train_next;
|
|
void() func_train_find;
|
|
|
|
void() train_blocked =
|
|
{
|
|
if (time < self.attack_finished)
|
|
return;
|
|
self.attack_finished = time + 0.5;
|
|
T_Damage (other, self, self, self.dmg);
|
|
};
|
|
void() train_use =
|
|
{
|
|
if (self.think != func_train_find)
|
|
return; // already activated
|
|
|
|
train_next();
|
|
};
|
|
|
|
void() train_wait =
|
|
{
|
|
if (self.wait)
|
|
{
|
|
self.nextthink = self.ltime + self.wait;
|
|
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
|
|
}
|
|
else
|
|
self.nextthink = self.ltime + 0.1;
|
|
|
|
if (self.wait == -1) {
|
|
self.think = func_train_find;
|
|
return;
|
|
}
|
|
|
|
self.think = train_next;
|
|
};
|
|
|
|
void() train_next =
|
|
{
|
|
local entity targ;
|
|
|
|
targ = find (world, targetname, self.target);
|
|
self.target = targ.target;
|
|
if (!self.target)
|
|
objerror ("train_next: no next target");
|
|
if (targ.wait)
|
|
self.wait = targ.wait;
|
|
else
|
|
self.wait = 0;
|
|
sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
|
|
SUB_CalcMove (targ.origin - self.mins, self.speed, train_wait);
|
|
};
|
|
|
|
void() func_train_find =
|
|
|
|
{
|
|
local entity targ;
|
|
|
|
targ = find (world, targetname, self.target);
|
|
self.target = targ.target;
|
|
setorigin (self, targ.origin - self.mins);
|
|
if (!self.targetname)
|
|
{ // not triggered, so start immediately
|
|
self.nextthink = self.ltime + 0.1;
|
|
self.think = train_next;
|
|
}
|
|
};
|
|
|
|
/*QUAKED func_train (0 .5 .8) ?
|
|
Trains are moving platforms that players can ride.
|
|
The targets origin specifies the min point of the train at each corner.
|
|
The train spawns at the first target it is pointing at.
|
|
If the train is the target of a button or trigger, it will not begin moving until activated.
|
|
speed default 100
|
|
dmg default 2
|
|
sounds
|
|
1) ratchet metal
|
|
|
|
*/
|
|
void() func_train =
|
|
{
|
|
if (!self.speed)
|
|
self.speed = 100;
|
|
if (!self.target)
|
|
objerror ("func_train without a target");
|
|
if (!self.dmg)
|
|
self.dmg = 2;
|
|
|
|
if (self.sounds == 0)
|
|
{
|
|
self.noise = ("misc/null.wav");
|
|
precache_sound ("misc/null.wav");
|
|
self.noise1 = ("misc/null.wav");
|
|
precache_sound ("misc/null.wav");
|
|
}
|
|
|
|
if (self.sounds == 1)
|
|
{
|
|
self.noise = ("plats/train2.wav");
|
|
precache_sound ("plats/train2.wav");
|
|
self.noise1 = ("plats/train1.wav");
|
|
precache_sound ("plats/train1.wav");
|
|
}
|
|
|
|
self.cnt = 1;
|
|
self.solid = SOLID_BSP;
|
|
self.movetype = MOVETYPE_PUSH;
|
|
self.blocked = train_blocked;
|
|
self.use = train_use;
|
|
self.classname = "train";
|
|
|
|
setmodel (self, self.model);
|
|
setsize (self, self.mins , self.maxs);
|
|
setorigin (self, self.origin);
|
|
|
|
// start trains on the second frame, to make sure their targets have had
|
|
// a chance to spawn
|
|
self.nextthink = self.ltime + 0.1;
|
|
self.think = func_train_find;
|
|
};
|
|
|
|
/*QUAKED misc_teleporttrain (0 .5 .8) (-8 -8 -8) (8 8 8)
|
|
This is used for the final bos
|
|
*/
|
|
void() misc_teleporttrain =
|
|
{
|
|
if (!self.speed)
|
|
self.speed = 100;
|
|
if (!self.target)
|
|
objerror ("func_train without a target");
|
|
|
|
self.cnt = 1;
|
|
self.solid = SOLID_NOT;
|
|
self.movetype = MOVETYPE_PUSH;
|
|
self.blocked = train_blocked;
|
|
self.use = train_use;
|
|
self.avelocity = '100 200 300';
|
|
|
|
self.noise = ("misc/null.wav");
|
|
precache_sound ("misc/null.wav");
|
|
self.noise1 = ("misc/null.wav");
|
|
precache_sound ("misc/null.wav");
|
|
|
|
precache_model2 ("progs/teleport.mdl");
|
|
setmodel (self, "progs/teleport.mdl");
|
|
setsize (self, self.mins , self.maxs);
|
|
setorigin (self, self.origin);
|
|
|
|
// start trains on the second frame, to make sure their targets have had
|
|
// a chance to spawn
|
|
self.nextthink = self.ltime + 0.1;
|
|
self.think = func_train_find;
|
|
};
|
|
|