X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fg_triggers.qc;h=c31352ed5dec0e3f517d30198211d143db2cdcba;hb=fef280899c7d1bb27078da823b0a64843b2f1129;hp=5254b9fec2207e394c56e353c49bb65ef08fca9d;hpb=0a9e2a6aaf32efc6fbd3a671a7f6adb1d0923076;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/g_triggers.qc b/qcsrc/server/g_triggers.qc index 5254b9fec..c31352ed5 100644 --- a/qcsrc/server/g_triggers.qc +++ b/qcsrc/server/g_triggers.qc @@ -533,60 +533,113 @@ void spawnfunc_trigger_heal() // ////////////////////////////////////////////////////////////// -.float triggergravity, oldgravity; .entity trigger_gravity_check; +void trigger_gravity_remove(entity own) +{ + if(own.trigger_gravity_check.owner == own) + { + UpdateCSQCProjectile(own); + own.gravity = own.trigger_gravity_check.gravity; + remove(own.trigger_gravity_check); + } + else + backtrace("Removing a trigger_gravity_check with no valid owner"); + own.trigger_gravity_check = world; +} void trigger_gravity_check_think() { // This spawns when a player enters the gravity zone and checks if he left. - // Each frame, self.cnt is set to 2 by trigger_gravity_touch() and decreased by 1 here. + // Each frame, self.count is set to 2 by trigger_gravity_touch() and decreased by 1 here. // It the player has left the gravity trigger, this will be allowed to reach 0 and indicate that. - if(self.cnt <= 0) + if(self.count <= 0) { - dprint("XXXXXXXXXXXXXXXXXXXXXXXXXX "); // temporary execution test - self.owner.gravity = self.owner.oldgravity; - self.owner.triggergravity = 0; - remove(self); + if(self.owner.trigger_gravity_check == self) + trigger_gravity_remove(self.owner); + else + remove(self); + return; } else { - self.cnt -= 1; + self.count -= 1; self.nextthink = time; } -} +}; + +void trigger_gravity_use() +{ + self.state = !self.state; +}; void trigger_gravity_touch() { + float g; + + if(self.state != TRUE) + return; + EXACTTRIGGER_TOUCH; - if(!other.triggergravity) + g = self.gravity; + + if not(self.spawnflags & 1) { - other.triggergravity = 1; + if(other.trigger_gravity_check) + { + if(self == other.trigger_gravity_check.enemy) + { + // same? + other.trigger_gravity_check.count = 2; // gravity one more frame... + return; + } + + // compare prio + if(self.cnt > other.trigger_gravity_check.enemy.cnt) + trigger_gravity_remove(other); + else + return; + } other.trigger_gravity_check = spawn(); + other.trigger_gravity_check.enemy = self; other.trigger_gravity_check.owner = other; + other.trigger_gravity_check.gravity = other.gravity; other.trigger_gravity_check.think = trigger_gravity_check_think; other.trigger_gravity_check.nextthink = time; + other.trigger_gravity_check.count = 2; + if(other.gravity) + g *= other.gravity; } - other.trigger_gravity_check.cnt = 2; - if (other.gravity != self.gravity) + if (other.gravity != g) { - other.oldgravity = other.gravity; - other.gravity = self.gravity; + other.gravity = g; if(self.noise != "") sound (other, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NORM); + UpdateCSQCProjectile(self.owner); } }; void spawnfunc_trigger_gravity() { - if(!self.gravity) + if(self.gravity == 1) return; + EXACTTRIGGER_INIT; self.touch = trigger_gravity_touch; if(self.noise != "") precache_sound(self.noise); + + self.state = TRUE; + IFTARGETED + { + self.use = trigger_gravity_use; + if(self.spawnflags & 2) + self.state = FALSE; + } }; +//============================================================================= + // TODO add a way to do looped sounds with sound(); then complete this entity .float volume, atten; void target_speaker_use() {sound(self, CHAN_TRIGGER, self.noise, VOL_BASE * self.volume, self.atten);}