#ifdef SVQC // tZorks trigger impulse / gravity .float radius; .float falloff; .float strength; .float lastpushtime; // targeted (directional) mode void trigger_impulse_touch1() { entity targ; float pushdeltatime; float str; if (self.active != ACTIVE_ACTIVE) return; if (!isPushable(other)) return; EXACTTRIGGER_TOUCH; targ = find(world, targetname, self.target); if(!targ) { objerror("trigger_force without a (valid) .target!\n"); remove(self); return; } str = min(self.radius, vlen(self.origin - other.origin)); if(self.falloff == 1) str = (str / self.radius) * self.strength; else if(self.falloff == 2) str = (1 - (str / self.radius)) * self.strength; else str = self.strength; pushdeltatime = time - other.lastpushtime; if (pushdeltatime > 0.15) pushdeltatime = 0; other.lastpushtime = time; if(!pushdeltatime) return; other.velocity = other.velocity + normalize(targ.origin - self.origin) * str * pushdeltatime; other.flags &= ~FL_ONGROUND; UpdateCSQCProjectile(other); } // Directionless (accelerator/decelerator) mode void trigger_impulse_touch2() { float pushdeltatime; if (self.active != ACTIVE_ACTIVE) return; if (!isPushable(other)) return; EXACTTRIGGER_TOUCH; pushdeltatime = time - other.lastpushtime; if (pushdeltatime > 0.15) pushdeltatime = 0; other.lastpushtime = time; if(!pushdeltatime) return; // div0: ticrate independent, 1 = identity (not 20) other.velocity = other.velocity * pow(self.strength, pushdeltatime); UpdateCSQCProjectile(other); } // Spherical (gravity/repulsor) mode void trigger_impulse_touch3() { float pushdeltatime; float str; if (self.active != ACTIVE_ACTIVE) return; if (!isPushable(other)) return; EXACTTRIGGER_TOUCH; pushdeltatime = time - other.lastpushtime; if (pushdeltatime > 0.15) pushdeltatime = 0; other.lastpushtime = time; if(!pushdeltatime) return; setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius); str = min(self.radius, vlen(self.origin - other.origin)); if(self.falloff == 1) str = (1 - str / self.radius) * self.strength; // 1 in the inside else if(self.falloff == 2) str = (str / self.radius) * self.strength; // 0 in the inside else str = self.strength; other.velocity = other.velocity + normalize(other.origin - self.origin) * str * pushdeltatime; UpdateCSQCProjectile(other); } /*QUAKED spawnfunc_trigger_impulse (.5 .5 .5) ? -------- KEYS -------- target : If this is set, this points to the spawnfunc_target_position to which the player will get pushed. If not, this trigger acts like a damper/accelerator field. strength : This is how mutch force to add in the direction of .target each second when .target is set. If not, this is hoe mutch to slow down/accelerate someting cought inside this trigger. (1=no change, 0,5 half speed rougthly each tic, 2 = doubble) radius : If set, act as a spherical device rather then a liniar one. falloff : 0 = none, 1 = liniar, 2 = inverted liniar -------- NOTES -------- Use a brush textured with common/origin in the trigger entity to determine the origin of the force in directional and sperical mode. For damper/accelerator mode this is not nessesary (and has no effect). */ void spawnfunc_trigger_impulse() { self.active = ACTIVE_ACTIVE; EXACTTRIGGER_INIT; if(self.radius) { if(!self.strength) self.strength = 2000 * autocvar_g_triggerimpulse_radial_multiplier; setorigin(self, self.origin); setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius); self.touch = trigger_impulse_touch3; } else { if(self.target) { if(!self.strength) self.strength = 950 * autocvar_g_triggerimpulse_directional_multiplier; self.touch = trigger_impulse_touch1; } else { if(!self.strength) self.strength = 0.9; self.strength = pow(self.strength, autocvar_g_triggerimpulse_accel_power) * autocvar_g_triggerimpulse_accel_multiplier; self.touch = trigger_impulse_touch2; } } } #endif