+#include "multi.qh"
// NOTE: also contains trigger_once at bottom
#ifdef SVQC
// the wait time has passed, so set back up for another activation
-void multi_wait()
-{SELFPARAM();
- if (self.max_health)
+void multi_wait(entity this)
+{
+ if (this.max_health)
{
- self.health = self.max_health;
- self.takedamage = DAMAGE_YES;
- self.solid = SOLID_BBOX;
+ this.health = this.max_health;
+ this.takedamage = DAMAGE_YES;
+ this.solid = SOLID_BBOX;
}
}
// the trigger was just touched/killed/used
-// self.enemy should be set to the activator so it can be held through a delay
+// this.enemy should be set to the activator so it can be held through a delay
// so wait for the delay time before firing
-void multi_trigger()
-{SELFPARAM();
- if (self.nextthink > time)
+void multi_trigger(entity this)
+{
+ if (this.nextthink > time)
{
return; // allready been triggered
}
- if(self.spawnflags & 16384)
- if(!IS_PLAYER(self.enemy))
+ if(this.spawnflags & 16384)
+ if(!IS_PLAYER(this.enemy))
return; // only players
- if (self.classname == "trigger_secret")
+ if (this.classname == "trigger_secret")
{
- if (!IS_PLAYER(self.enemy))
+ if (!IS_PLAYER(this.enemy))
return;
found_secrets = found_secrets + 1;
WriteByte (MSG_ALL, SVC_FOUNDSECRET);
}
- if (self.noise)
- _sound (self.enemy, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
+ if (this.noise)
+ _sound (this.enemy, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
// don't trigger again until reset
- self.takedamage = DAMAGE_NO;
+ this.takedamage = DAMAGE_NO;
- activator = self.enemy;
- other = self.goalentity;
- SUB_UseTargets();
+ SUB_UseTargets(this, this.enemy, this.goalentity);
- if (self.wait > 0)
+ if (this.wait > 0)
{
- self.think = multi_wait;
- self.nextthink = time + self.wait;
+ setthink(this, multi_wait);
+ this.nextthink = time + this.wait;
}
- else if (self.wait == 0)
+ else if (this.wait == 0)
{
- multi_wait(); // waiting finished
+ multi_wait(this); // waiting finished
}
else
- { // we can't just remove (self) here, because this is a touch function
+ { // we can't just remove (this) here, because this is a touch function
// called wheil C code is looping through area links...
- self.touch = func_null;
+ settouch(this, func_null);
}
}
-void multi_use()
-{SELFPARAM();
- self.goalentity = other;
- self.enemy = activator;
- multi_trigger();
+void multi_use(entity this, entity actor, entity trigger)
+{
+ this.goalentity = trigger;
+ this.enemy = actor;
+ multi_trigger(this);
}
-void multi_touch()
-{SELFPARAM();
- if(!(self.spawnflags & 2))
- if(!other.iscreature)
+void multi_touch(entity this, entity toucher)
+{
+ if(!(this.spawnflags & 2))
+ if(!toucher.iscreature)
return;
- if(self.team)
- if(((self.spawnflags & 4) == 0) == (self.team != other.team))
+ if(this.team)
+ if(((this.spawnflags & 4) == 0) == (this.team != toucher.team))
return;
// if the trigger has an angles field, check player's facing direction
- if (self.movedir != '0 0 0')
+ if (this.movedir != '0 0 0')
{
- makevectors (other.angles);
- if (v_forward * self.movedir < 0)
+ makevectors (toucher.angles);
+ if (v_forward * this.movedir < 0)
return; // not facing the right way
}
// if the trigger has pressed keys, check that the player is pressing those keys
- if(self.pressedkeys)
- if(IS_PLAYER(other)) // only for players
- if(!(other.pressedkeys & self.pressedkeys))
+ if(this.pressedkeys)
+ if(IS_PLAYER(toucher)) // only for players
+ if(!(toucher.pressedkeys & this.pressedkeys))
return;
- EXACTTRIGGER_TOUCH;
+ EXACTTRIGGER_TOUCH(this, toucher);
- self.enemy = other;
- self.goalentity = other;
- multi_trigger ();
+ this.enemy = toucher;
+ this.goalentity = toucher;
+ multi_trigger(this);
}
void multi_eventdamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
this.enemy = attacker;
this.goalentity = inflictor;
- WITH(entity, self, this, multi_trigger());
+ multi_trigger(this);
}
}
void multi_reset(entity this)
{
if ( !(this.spawnflags & SPAWNFLAG_NOTOUCH) )
- this.touch = multi_touch;
+ settouch(this, multi_touch);
if (this.max_health)
{
this.health = this.max_health;
this.takedamage = DAMAGE_YES;
this.solid = SOLID_BBOX;
}
- this.think = func_null;
+ setthink(this, func_null);
this.nextthink = 0;
this.team = this.team_saved;
}
*/
spawnfunc(trigger_multiple)
{
- self.reset = multi_reset;
- if (self.sounds == 1)
- {
- precache_sound ("misc/secret.wav");
- self.noise = "misc/secret.wav";
- }
- else if (self.sounds == 2)
- {
- self.noise = strzone(SND(TALK));
- }
- else if (self.sounds == 3)
- {
- precache_sound ("misc/trigger1.wav");
- self.noise = "misc/trigger1.wav";
- }
-
- if (!self.wait)
- self.wait = 0.2;
- else if(self.wait < -1)
- self.wait = 0;
- self.use = multi_use;
+ this.reset = multi_reset;
+ if (this.sounds == 1)
+ this.noise = "misc/secret.wav";
+ else if (this.sounds == 2)
+ this.noise = strzone(SND(TALK));
+ else if (this.sounds == 3)
+ this.noise = "misc/trigger1.wav";
+
+ if(this.noise)
+ precache_sound(this.noise);
+
+ if (!this.wait)
+ this.wait = 0.2;
+ else if(this.wait < -1)
+ this.wait = 0;
+ this.use = multi_use;
EXACTTRIGGER_INIT;
- self.team_saved = self.team;
+ this.team_saved = this.team;
- if (self.health)
+ if (this.health)
{
- if (self.spawnflags & SPAWNFLAG_NOTOUCH)
- objerror ("health and notouch don't make sense\n");
- self.max_health = self.health;
- self.event_damage = multi_eventdamage;
- self.takedamage = DAMAGE_YES;
- self.solid = SOLID_BBOX;
- setorigin (self, self.origin); // make sure it links into the world
+ if (this.spawnflags & SPAWNFLAG_NOTOUCH)
+ objerror (this, "health and notouch don't make sense\n");
+ this.max_health = this.health;
+ this.event_damage = multi_eventdamage;
+ this.takedamage = DAMAGE_YES;
+ this.solid = SOLID_BBOX;
+ setorigin(this, this.origin); // make sure it links into the world
}
else
{
- if ( !(self.spawnflags & SPAWNFLAG_NOTOUCH) )
+ if ( !(this.spawnflags & SPAWNFLAG_NOTOUCH) )
{
- self.touch = multi_touch;
- setorigin (self, self.origin); // make sure it links into the world
+ settouch(this, multi_touch);
+ setorigin(this, this.origin); // make sure it links into the world
}
}
}