+#include "jumppads.qh"
// TODO: split target_push and put it in the target folder
#ifdef SVQC
#include "jumppads.qh"
return sdir * vs + '0 0 1' * vz;
}
-void trigger_push_touch(entity this)
+bool jumppad_push(entity this, entity targ)
{
- if (this.active == ACTIVE_NOT)
- return;
-
- if (!isPushable(other))
- return;
-
- if(this.team)
- if(((this.spawnflags & 4) == 0) == (DIFF_TEAM(this, other)))
- return;
-
- EXACTTRIGGER_TOUCH;
+ if (!isPushable(targ))
+ return false;
if(this.enemy)
{
- other.velocity = trigger_push_calculatevelocity(other.origin, this.enemy, this.height);
- other.move_velocity = other.velocity;
+ targ.velocity = trigger_push_calculatevelocity(targ.origin, this.enemy, this.height);
}
- else if(this.target)
+ else if(this.target && this.target != "")
{
entity e;
RandomSelection_Init();
- for(e = world; (e = find(e, targetname, this.target)); )
+ for(e = NULL; (e = find(e, targetname, this.target)); )
{
if(e.cnt)
- RandomSelection_Add(e, 0, string_null, e.cnt, 1);
+ RandomSelection_AddEnt(e, e.cnt, 1);
else
- RandomSelection_Add(e, 0, string_null, 1, 1);
+ RandomSelection_AddEnt(e, 1, 1);
}
- other.velocity = trigger_push_calculatevelocity(other.origin, RandomSelection_chosen_ent, this.height);
- other.move_velocity = other.velocity;
+ targ.velocity = trigger_push_calculatevelocity(targ.origin, RandomSelection_chosen_ent, this.height);
}
else
{
- other.velocity = this.movedir;
- other.move_velocity = other.velocity;
+ targ.velocity = this.movedir;
}
-#ifdef SVQC
- UNSET_ONGROUND(other);
-#elif defined(CSQC)
- other.move_flags &= ~FL_ONGROUND;
+ UNSET_ONGROUND(targ);
- if (other.flags & FL_PROJECTILE)
+#ifdef CSQC
+ if (targ.flags & FL_PROJECTILE)
{
- other.move_angles = vectoangles (other.move_velocity);
- switch(other.move_movetype)
+ targ.angles = vectoangles (targ.velocity);
+ switch(targ.move_movetype)
{
case MOVETYPE_FLY:
- other.move_movetype = MOVETYPE_TOSS;
- other.gravity = 1;
+ set_movetype(targ, MOVETYPE_TOSS);
+ targ.gravity = 1;
break;
case MOVETYPE_BOUNCEMISSILE:
- other.move_movetype = MOVETYPE_BOUNCE;
- other.gravity = 1;
+ set_movetype(targ, MOVETYPE_BOUNCE);
+ targ.gravity = 1;
break;
}
}
#endif
#ifdef SVQC
- if (IS_PLAYER(other))
+ if (IS_PLAYER(targ))
{
// reset tracking of oldvelocity for impact damage (sudden velocity changes)
- other.oldvelocity = other.velocity;
+ targ.oldvelocity = targ.velocity;
if(this.pushltime < time) // prevent "snorring" sound when a player hits the jumppad more than once
{
// flash when activated
- Send_Effect(EFFECT_JUMPPAD, other.origin, other.velocity, 1);
- _sound (other, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
+ Send_Effect(EFFECT_JUMPPAD, targ.origin, targ.velocity, 1);
+ _sound (targ, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
this.pushltime = time + 0.2;
}
- if(IS_REAL_CLIENT(other) || IS_BOT_CLIENT(other))
+ if(IS_REAL_CLIENT(targ) || IS_BOT_CLIENT(targ))
{
bool found = false;
- for(int i = 0; i < other.jumppadcount && i < NUM_JUMPPADSUSED; ++i)
- if(other.(jumppadsused[i]) == this)
+ for(int i = 0; i < targ.jumppadcount && i < NUM_JUMPPADSUSED; ++i)
+ if(targ.(jumppadsused[i]) == this)
found = true;
if(!found)
{
- other.(jumppadsused[other.jumppadcount % NUM_JUMPPADSUSED]) = this;
- other.jumppadcount = other.jumppadcount + 1;
+ targ.(jumppadsused[targ.jumppadcount % NUM_JUMPPADSUSED]) = this;
+ targ.jumppadcount = targ.jumppadcount + 1;
}
- if(IS_REAL_CLIENT(other))
+ if(IS_REAL_CLIENT(targ))
{
if(this.message)
- centerprint(other, this.message);
+ centerprint(targ, this.message);
}
else
- other.lastteleporttime = time;
+ targ.lastteleporttime = time;
- if (!IS_DEAD(other))
- animdecide_setaction(other, ANIMACTION_JUMP, true);
+ if (!IS_DEAD(targ))
+ animdecide_setaction(targ, ANIMACTION_JUMP, true);
}
else
- other.jumppadcount = true;
+ targ.jumppadcount = true;
// reset tracking of who pushed you into a hazard (for kill credit)
- other.pushltime = 0;
- other.istypefrag = 0;
+ targ.pushltime = 0;
+ targ.istypefrag = 0;
}
if(this.enemy.target)
- SUB_UseTargets(this.enemy, other, other); // TODO: do we need other as trigger too?
+ SUB_UseTargets(this.enemy, targ, targ); // TODO: do we need targ as trigger too?
- if (other.flags & FL_PROJECTILE)
+ if (targ.flags & FL_PROJECTILE)
{
- other.angles = vectoangles (other.velocity);
- switch(other.movetype)
+ targ.angles = vectoangles (targ.velocity);
+ targ.com_phys_gravity_factor = 1;
+ switch(targ.move_movetype)
{
case MOVETYPE_FLY:
- other.movetype = MOVETYPE_TOSS;
- other.gravity = 1;
+ set_movetype(targ, MOVETYPE_TOSS);
+ targ.gravity = 1;
break;
case MOVETYPE_BOUNCEMISSILE:
- other.movetype = MOVETYPE_BOUNCE;
- other.gravity = 1;
+ set_movetype(targ, MOVETYPE_BOUNCE);
+ targ.gravity = 1;
break;
}
- UpdateCSQCProjectile(other);
+ UpdateCSQCProjectile(targ);
}
+#endif
- /*if (other.flags & FL_ITEM)
- {
- ItemUpdate(other);
- other.SendFlags |= ISF_DROP;
- }*/
+ return true;
+}
+
+void trigger_push_touch(entity this, entity toucher)
+{
+ if (this.active == ACTIVE_NOT)
+ return;
- if (this.spawnflags & PUSH_ONCE)
+ if(this.team)
+ if(((this.spawnflags & 4) == 0) == (DIFF_TEAM(this, toucher)))
+ return;
+
+ EXACTTRIGGER_TOUCH(this, toucher);
+
+ noref bool success = jumppad_push(this, toucher);
+
+#ifdef SVQC
+ if (success && (this.spawnflags & PUSH_ONCE))
{
settouch(this, func_null);
setthink(this, SUB_Remove);
}
#ifdef SVQC
-void trigger_push_link();
+void trigger_push_link(entity this);
void trigger_push_updatelink(entity this);
#endif
void trigger_push_findtarget(entity this)
{
- entity t;
- vector org;
-
// first calculate a typical start point for the jump
- org = (this.absmin + this.absmax) * 0.5;
- org_z = this.absmax.z - STAT(PL_MIN, NULL).z;
+ vector org = (this.absmin + this.absmax) * 0.5;
+ org.z = this.absmax.z - PL_MIN_CONST.z;
if (this.target)
{
- float n = 0;
- for(t = world; (t = find(t, targetname, this.target)); )
+ int n = 0;
+ for(entity t = NULL; (t = find(t, targetname, this.target)); )
{
++n;
#ifdef SVQC
entity e = spawn();
setorigin(e, org);
- setsize(e, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
+ setsize(e, PL_MIN_CONST, PL_MAX_CONST);
e.velocity = trigger_push_calculatevelocity(org, t, this.height);
tracetoss(e, e);
- if(e.movetype == MOVETYPE_NONE)
+ if(e.move_movetype == MOVETYPE_NONE)
waypoint_spawnforteleporter(this, trace_endpos, vlen(trace_endpos - org) / vlen(e.velocity));
- remove(e);
+ delete(e);
#endif
}
{
// no dest!
#ifdef SVQC
- objerror ("Jumppad with nonexistant target");
+ objerror (this, "Jumppad with nonexistant target");
#endif
return;
}
else if(n == 1)
{
// exactly one dest - bots love that
- this.enemy = find(world, targetname, this.target);
+ this.enemy = find(NULL, targetname, this.target);
}
else
{
// have to use random selection every single time
- this.enemy = world;
+ this.enemy = NULL;
}
}
#ifdef SVQC
{
entity e = spawn();
setorigin(e, org);
- setsize(e, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
+ setsize(e, PL_MIN_CONST, PL_MAX_CONST);
e.velocity = this.movedir;
tracetoss(e, e);
waypoint_spawnforteleporter(this, trace_endpos, vlen(trace_endpos - org) / vlen(e.velocity));
- remove(e);
+ delete(e);
}
- trigger_push_link();
defer(this, 0.1, trigger_push_updatelink);
#endif
}
WriteByte(MSG_ENTITY, this.active);
WriteCoord(MSG_ENTITY, this.height);
+ WriteCoord(MSG_ENTITY, this.movedir_x);
+ WriteCoord(MSG_ENTITY, this.movedir_y);
+ WriteCoord(MSG_ENTITY, this.movedir_z);
+
trigger_common_write(this, true);
return true;
this.SendFlags |= 1;
}
-void trigger_push_link()
+void trigger_push_link(entity this)
{
- SELFPARAM();
trigger_link(this, trigger_push_send);
}
this.noise = "misc/jumppad.wav";
precache_sound (this.noise);
+ trigger_push_link(this); // link it now
+
// this must be called to spawn the teleport waypoints for bots
InitializeEntity(this, trigger_push_findtarget, INITPRIO_FINDTARGET);
}
return true;
}
+void target_push_use(entity this, entity actor, entity trigger)
+{
+ jumppad_push(this, actor);
+}
+
void target_push_link(entity this)
{
BITSET_ASSIGN(this.effects, EF_NODEPTHTEST);
target_push_link(this);
}
-spawnfunc(target_push) { target_push_init(this); }
+void target_push_init2(entity this)
+{
+ if(this.target && this.target != "") // we have an old style pusher!
+ {
+ InitializeEntity(this, trigger_push_findtarget, INITPRIO_FINDTARGET);
+ this.use = target_push_use;
+ }
+
+ target_push_init(this); // normal push target behaviour can be combined with a legacy pusher?
+}
+
+spawnfunc(target_push) { target_push_init2(this); }
spawnfunc(info_notnull) { target_push_init(this); }
spawnfunc(target_position) { target_push_init(this); }
this.active = ReadByte();
this.height = ReadCoord();
+ this.movedir_x = ReadCoord();
+ this.movedir_y = ReadCoord();
+ this.movedir_z = ReadCoord();
+
trigger_common_read(this, true);
this.entremove = trigger_remove_generic;