3 // button and multiple button
5 void button_wait(entity this);
6 void button_return(entity this);
8 void button_wait(entity this)
10 this.state = STATE_TOP;
13 this.nextthink = this.ltime + this.wait;
14 setthink(this, button_return);
16 SUB_UseTargets(this, this.enemy, NULL);
17 this.frame = 1; // use alternate textures
20 void button_done(entity this)
22 this.state = STATE_BOTTOM;
25 void button_return(entity this)
27 this.state = STATE_DOWN;
28 SUB_CalcMove (this, this.pos1, TSPEED_LINEAR, this.speed, button_done);
29 this.frame = 0; // use normal textures
31 this.takedamage = DAMAGE_YES; // can be shot again
35 void button_blocked(entity this, entity blocker)
37 // do nothing, just don't come all the way back out
41 void button_fire(entity this)
43 this.health = this.max_health;
44 this.takedamage = DAMAGE_NO; // will be reset upon return
46 if (this.state == STATE_UP || this.state == STATE_TOP)
50 _sound (this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
52 this.state = STATE_UP;
53 SUB_CalcMove (this, this.pos2, TSPEED_LINEAR, this.speed, button_wait);
56 void button_reset(entity this)
58 this.health = this.max_health;
59 setorigin(this, this.pos1);
60 this.frame = 0; // use normal textures
61 this.state = STATE_BOTTOM;
62 this.velocity = '0 0 0';
63 setthink(this, func_null);
66 this.takedamage = DAMAGE_YES; // can be shot again
69 void button_use(entity this, entity actor, entity trigger)
71 if(this.active != ACTIVE_ACTIVE)
78 void button_touch(entity this, entity toucher)
82 if (!toucher.iscreature)
84 if(toucher.velocity * this.movedir < 0)
88 this.enemy = toucher.owner;
92 void button_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
94 if(this.spawnflags & DOOR_NOSPLASH)
95 if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
97 this.health = this.health - damage;
100 this.enemy = attacker;
106 /*QUAKED spawnfunc_func_button (0 .5 .8) ?
107 When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.
109 "angle" determines the opening direction
110 "target" all entities with a matching targetname will be used
111 "speed" override the default 40 speed
112 "wait" override the default 1 second wait (-1 = never return)
113 "lip" override the default 4 pixel lip remaining at end of move
114 "health" if set, the button must be killed instead of touched. If set to -1, the button will fire on ANY attack, even damageless ones like the InstaGib laser
121 spawnfunc(func_button)
125 if (!InitMovingBrushTrigger(this))
127 this.effects |= EF_LOWPRECISION;
129 setblocked(this, button_blocked);
130 this.use = button_use;
132 // if (this.health == 0) // all buttons are now shootable
136 this.max_health = this.health;
137 this.event_damage = button_damage;
138 this.takedamage = DAMAGE_YES;
141 settouch(this, button_touch);
151 precache_sound(this.noise);
153 this.active = ACTIVE_ACTIVE;
155 this.pos1 = this.origin;
156 this.pos2 = this.pos1 + this.movedir*(fabs(this.movedir*this.size) - this.lip);
157 this.flags |= FL_NOTARGET;
159 this.reset = button_reset;