.float dmgtime2; void generic_plat_blocked() { if(self.dmg && other.takedamage != DAMAGE_NO) { if(self.dmgtime2 < time) { Damage (other, self, self, self.dmg, DEATH_HURTTRIGGER, other.origin, '0 0 0'); self.dmgtime2 = time + self.dmgtime; } // Gib dead/dying stuff if(other.deadflag != DEAD_NO) Damage (other, self, self, 10000, DEATH_HURTTRIGGER, other.origin, '0 0 0'); } } .entity trigger_field; void() plat_center_touch; void() plat_outside_touch; void() plat_trigger_use; void() plat_go_up; void() plat_go_down; void() plat_crush; const float PLAT_LOW_TRIGGER = 1; void plat_spawn_inside_trigger() { entity trigger; vector tmin, tmax; trigger = spawn(); trigger.touch = plat_center_touch; trigger.movetype = MOVETYPE_NONE; trigger.solid = SOLID_TRIGGER; trigger.enemy = self; tmin = self.absmin + '25 25 0'; tmax = self.absmax - '25 25 -8'; tmin_z = tmax_z - (self.pos1_z - self.pos2_z + 8); if (self.spawnflags & PLAT_LOW_TRIGGER) tmax_z = tmin_z + 8; if (self.size_x <= 50) { tmin_x = (self.mins_x + self.maxs_x) / 2; tmax_x = tmin_x + 1; } if (self.size_y <= 50) { tmin_y = (self.mins_y + self.maxs_y) / 2; tmax_y = tmin_y + 1; } if(tmin_x < tmax_x) if(tmin_y < tmax_y) if(tmin_z < tmax_z) { setsize (trigger, tmin, tmax); return; } // otherwise, something is fishy... remove(trigger); objerror("plat_spawn_inside_trigger: platform has odd size or lip, can't spawn"); } void plat_hit_top() { sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM); self.state = 1; self.think = plat_go_down; self.nextthink = self.ltime + 3; } void plat_hit_bottom() { sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM); self.state = 2; } void plat_go_down() { sound (self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_NORM); self.state = 3; SUB_CalcMove (self.pos2, TSPEED_LINEAR, self.speed, plat_hit_bottom); } void plat_go_up() { sound (self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_NORM); self.state = 4; SUB_CalcMove (self.pos1, TSPEED_LINEAR, self.speed, plat_hit_top); } void plat_center_touch() { if not(other.iscreature) return; if (other.health <= 0) return; self = self.enemy; if (self.state == 2) plat_go_up (); else if (self.state == 1) self.nextthink = self.ltime + 1; // delay going down } void plat_outside_touch() { if not(other.iscreature) return; if (other.health <= 0) return; self = self.enemy; if (self.state == 1) plat_go_down (); } void plat_trigger_use() { if (self.think) return; // already activated plat_go_down(); } void plat_crush() { if((self.spawnflags & 4) && (other.takedamage != DAMAGE_NO)) { // KIll Kill Kill!! Damage (other, self, self, 10000, DEATH_HURTTRIGGER, other.origin, '0 0 0'); } else { if((self.dmg) && (other.takedamage != DAMAGE_NO)) { // Shall we bite? Damage (other, self, self, self.dmg, DEATH_HURTTRIGGER, other.origin, '0 0 0'); // Gib dead/dying stuff if(other.deadflag != DEAD_NO) Damage (other, self, self, 10000, DEATH_HURTTRIGGER, other.origin, '0 0 0'); } if (self.state == 4) plat_go_down (); else if (self.state == 3) plat_go_up (); // when in other states, then the plat_crush event came delayed after // plat state already had changed // this isn't a bug per se! } } void plat_use() { self.use = func_null; if (self.state != 4) objerror ("plat_use: not in up state"); plat_go_down(); } .string sound1, sound2; void plat_reset() { IFTARGETED { setorigin (self, self.pos1); self.state = 4; self.use = plat_use; } else { setorigin (self, self.pos2); self.state = 2; self.use = plat_trigger_use; } } .float platmovetype_start_default, platmovetype_end_default; float set_platmovetype(entity e, string s) { // sets platmovetype_start and platmovetype_end based on a string consisting of two values float n; n = tokenize_console(s); if(n > 0) e.platmovetype_start = stof(argv(0)); else e.platmovetype_start = 0; if(n > 1) e.platmovetype_end = stof(argv(1)); else e.platmovetype_end = e.platmovetype_start; if(n > 2) if(argv(2) == "force") return TRUE; // no checking, return immediately if(!cubic_speedfunc_is_sane(e.platmovetype_start, e.platmovetype_end)) { objerror("Invalid platform move type; platform would go in reverse, which is not allowed."); return FALSE; } return TRUE; } void spawnfunc_path_corner() { // setup values for overriding train movement // if a second value does not exist, both start and end speeds are the single value specified if(!set_platmovetype(self, self.platmovetype)) return; } void spawnfunc_func_plat() { if (self.sounds == 0) self.sounds = 2; if(self.spawnflags & 4) self.dmg = 10000; if(self.dmg && (self.message == "")) self.message = "was squished"; if(self.dmg && (self.message2 == "")) self.message2 = "was squished by"; if (self.sounds == 1) { precache_sound ("plats/plat1.wav"); precache_sound ("plats/plat2.wav"); self.noise = "plats/plat1.wav"; self.noise1 = "plats/plat2.wav"; } if (self.sounds == 2) { precache_sound ("plats/medplat1.wav"); precache_sound ("plats/medplat2.wav"); self.noise = "plats/medplat1.wav"; self.noise1 = "plats/medplat2.wav"; } if (self.sound1) { precache_sound (self.sound1); self.noise = self.sound1; } if (self.sound2) { precache_sound (self.sound2); self.noise1 = self.sound2; } self.mangle = self.angles; self.angles = '0 0 0'; self.classname = "plat"; if not(InitMovingBrushTrigger()) return; self.effects |= EF_LOWPRECISION; setsize (self, self.mins , self.maxs); self.blocked = plat_crush; if (!self.speed) self.speed = 150; if (!self.lip) self.lip = 16; if (!self.height) self.height = self.size_z - self.lip; self.pos1 = self.origin; self.pos2 = self.origin; self.pos2_z = self.origin_z - self.height; self.reset = plat_reset; plat_reset(); plat_spawn_inside_trigger (); // the "start moving" trigger } .float train_wait_turning; void() train_next; void train_wait() { entity oldself; oldself = self; self = self.enemy; SUB_UseTargets(); self = oldself; self.enemy = world; // if turning is enabled, the train will turn toward the next point while waiting if(self.platmovetype_turn && !self.train_wait_turning) { entity targ, cp; vector ang; targ = find(world, targetname, self.target); if((self.spawnflags & 1) && targ.curvetarget) cp = find(world, targetname, targ.curvetarget); else cp = world; if(cp) // bezier curves movement ang = cp.origin - (self.origin - self.view_ofs); // use the origin of the control point of the next path_corner else // linear movement ang = targ.origin - (self.origin - self.view_ofs); // use the origin of the next path_corner ang = vectoangles(ang); ang_x = -ang_x; // flip up / down orientation if(self.wait > 0) // slow turning SUB_CalcAngleMove(ang, TSPEED_TIME, self.ltime - time + self.wait, train_wait); else // instant turning SUB_CalcAngleMove(ang, TSPEED_TIME, 0.0000001, train_wait); self.train_wait_turning = TRUE; return; } if(self.noise != "") stopsoundto(MSG_BROADCAST, self, CH_TRIGGER_SINGLE); // send this as unreliable only, as the train will resume operation shortly anyway if(self.wait < 0 || self.train_wait_turning) // no waiting or we already waited while turning { self.train_wait_turning = FALSE; train_next(); } else { self.think = train_next; self.nextthink = self.ltime + self.wait; } } void train_next() { entity targ, cp = world; vector cp_org = '0 0 0'; targ = find(world, targetname, self.target); self.target = targ.target; if (self.spawnflags & 1) { if(targ.curvetarget) { cp = find(world, targetname, targ.curvetarget); // get its second target (the control point) cp_org = cp.origin - self.view_ofs; // no control point found, assume a straight line to the destination } } if (self.target == "") objerror("train_next: no next target"); self.wait = targ.wait; if (!self.wait) self.wait = 0.1; if(targ.platmovetype) { // this path_corner contains a movetype overrider, apply it self.platmovetype_start = targ.platmovetype_start; self.platmovetype_end = targ.platmovetype_end; } else { // this path_corner doesn't contain a movetype overrider, use the train's defaults self.platmovetype_start = self.platmovetype_start_default; self.platmovetype_end = self.platmovetype_end_default; } if (targ.speed) { if (cp) SUB_CalcMove_Bezier(cp_org, targ.origin - self.view_ofs, TSPEED_LINEAR, targ.speed, train_wait); else SUB_CalcMove(targ.origin - self.view_ofs, TSPEED_LINEAR, targ.speed, train_wait); } else { if (cp) SUB_CalcMove_Bezier(cp_org, targ.origin - self.view_ofs, TSPEED_LINEAR, self.speed, train_wait); else SUB_CalcMove(targ.origin - self.view_ofs, TSPEED_LINEAR, self.speed, train_wait); } if(self.noise != "") sound(self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_IDLE); } void func_train_find() { entity targ; targ = find(world, targetname, self.target); self.target = targ.target; if (self.target == "") objerror("func_train_find: no next target"); setorigin(self, targ.origin - self.view_ofs); self.nextthink = self.ltime + 1; self.think = train_next; } /*QUAKED spawnfunc_func_train (0 .5 .8) ? Ridable platform, targets spawnfunc_path_corner path to follow. speed : speed the train moves (can be overridden by each spawnfunc_path_corner) target : targetname of first spawnfunc_path_corner (starts here) */ void spawnfunc_func_train() { if (self.noise != "") precache_sound(self.noise); if (self.target == "") objerror("func_train without a target"); if (!self.speed) self.speed = 100; if (self.spawnflags & 2) { self.platmovetype_turn = TRUE; self.view_ofs = '0 0 0'; // don't offset a rotating train, origin works differently now } else self.view_ofs = self.mins; if not(InitMovingBrushTrigger()) return; self.effects |= EF_LOWPRECISION; // wait for targets to spawn InitializeEntity(self, func_train_find, INITPRIO_SETLOCATION); self.blocked = generic_plat_blocked; if(self.dmg && (self.message == "")) self.message = " was squished"; if(self.dmg && (self.message2 == "")) self.message2 = "was squished by"; if(self.dmg && (!self.dmgtime)) self.dmgtime = 0.25; self.dmgtime2 = time; if(!set_platmovetype(self, self.platmovetype)) return; self.platmovetype_start_default = self.platmovetype_start; self.platmovetype_end_default = self.platmovetype_end; // TODO make a reset function for this one } void func_rotating_setactive(float astate) { if (astate == ACTIVE_TOGGLE) { if(self.active == ACTIVE_ACTIVE) self.active = ACTIVE_NOT; else self.active = ACTIVE_ACTIVE; } else self.active = astate; if(self.active == ACTIVE_NOT) self.avelocity = '0 0 0'; else self.avelocity = self.pos1; } /*QUAKED spawnfunc_func_rotating (0 .5 .8) ? - - X_AXIS Y_AXIS Brush model that spins in place on one axis (default Z). speed : speed to rotate (in degrees per second) noise : path/name of looping .wav file to play. dmg : Do this mutch dmg every .dmgtime intervall when blocked dmgtime : See above. */ void spawnfunc_func_rotating() { if (self.noise != "") { precache_sound(self.noise); ambientsound(self.origin, self.noise, VOL_BASE, ATTEN_IDLE); } self.active = ACTIVE_ACTIVE; self.setactive = func_rotating_setactive; if (!self.speed) self.speed = 100; // FIXME: test if this turns the right way, then remove this comment (negate as needed) if (self.spawnflags & 4) // X (untested) self.avelocity = '0 0 1' * self.speed; // FIXME: test if this turns the right way, then remove this comment (negate as needed) else if (self.spawnflags & 8) // Y (untested) self.avelocity = '1 0 0' * self.speed; // FIXME: test if this turns the right way, then remove this comment (negate as needed) else // Z self.avelocity = '0 1 0' * self.speed; self.pos1 = self.avelocity; if(self.dmg && (self.message == "")) self.message = " was squished"; if(self.dmg && (self.message2 == "")) self.message2 = "was squished by"; if(self.dmg && (!self.dmgtime)) self.dmgtime = 0.25; self.dmgtime2 = time; if not(InitMovingBrushTrigger()) return; // no EF_LOWPRECISION here, as rounding angles is bad self.blocked = generic_plat_blocked; // wait for targets to spawn self.nextthink = self.ltime + 999999999; self.think = SUB_NullThink; // for PushMove // TODO make a reset function for this one } .float height; void func_bobbing_controller_think() { vector v; self.nextthink = time + 0.1; if not (self.owner.active == ACTIVE_ACTIVE) { self.owner.velocity = '0 0 0'; return; } // calculate sinewave using makevectors makevectors((self.nextthink * self.owner.cnt + self.owner.phase * 360) * '0 1 0'); v = self.owner.destvec + self.owner.movedir * v_forward_y; if(self.owner.classname == "func_bobbing") // don't brake stuff if the func_bobbing was killtarget'ed // * 10 so it will arrive in 0.1 sec self.owner.velocity = (v - self.owner.origin) * 10; } /*QUAKED spawnfunc_func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS Brush model that moves back and forth on one axis (default Z). speed : how long one cycle takes in seconds (default 4) height : how far the cycle moves (default 32) phase : cycle timing adjustment (0-1 as a fraction of the cycle, default 0) noise : path/name of looping .wav file to play. dmg : Do this mutch dmg every .dmgtime intervall when blocked dmgtime : See above. */ void spawnfunc_func_bobbing() { entity controller; if (self.noise != "") { precache_sound(self.noise); soundto(MSG_INIT, self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_IDLE); } if (!self.speed) self.speed = 4; if (!self.height) self.height = 32; // center of bobbing motion self.destvec = self.origin; // time scale to get degrees self.cnt = 360 / self.speed; self.active = ACTIVE_ACTIVE; // damage when blocked self.blocked = generic_plat_blocked; if(self.dmg && (self.message == "")) self.message = " was squished"; if(self.dmg && (self.message2 == "")) self.message2 = "was squished by"; if(self.dmg && (!self.dmgtime)) self.dmgtime = 0.25; self.dmgtime2 = time; // how far to bob if (self.spawnflags & 1) // X self.movedir = '1 0 0' * self.height; else if (self.spawnflags & 2) // Y self.movedir = '0 1 0' * self.height; else // Z self.movedir = '0 0 1' * self.height; if not(InitMovingBrushTrigger()) return; // wait for targets to spawn controller = spawn(); controller.classname = "func_bobbing_controller"; controller.owner = self; controller.nextthink = time + 1; controller.think = func_bobbing_controller_think; self.nextthink = self.ltime + 999999999; self.think = SUB_NullThink; // for PushMove // Savage: Reduce bandwith, critical on e.g. nexdm02 self.effects |= EF_LOWPRECISION; // TODO make a reset function for this one } .float freq; void func_pendulum_controller_think() { float v; self.nextthink = time + 0.1; if not (self.owner.active == ACTIVE_ACTIVE) { self.owner.avelocity_x = 0; return; } // calculate sinewave using makevectors makevectors((self.nextthink * self.owner.freq + self.owner.phase) * '0 360 0'); v = self.owner.speed * v_forward_y + self.cnt; if(self.owner.classname == "func_pendulum") // don't brake stuff if the func_bobbing was killtarget'ed { // * 10 so it will arrive in 0.1 sec self.owner.avelocity_z = (remainder(v - self.owner.angles_z, 360)) * 10; } } void spawnfunc_func_pendulum() { entity controller; if (self.noise != "") { precache_sound(self.noise); soundto(MSG_INIT, self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_IDLE); } self.active = ACTIVE_ACTIVE; // keys: angle, speed, phase, noise, freq if(!self.speed) self.speed = 30; // not initializing self.dmg to 2, to allow damageless pendulum if(self.dmg && (self.message == "")) self.message = " was squished"; if(self.dmg && (self.message2 == "")) self.message2 = "was squished by"; if(self.dmg && (!self.dmgtime)) self.dmgtime = 0.25; self.dmgtime2 = time; self.blocked = generic_plat_blocked; self.avelocity_z = 0.0000001; if not(InitMovingBrushTrigger()) return; if(!self.freq) { // find pendulum length (same formula as Q3A) self.freq = 1 / (M_PI * 2) * sqrt(autocvar_sv_gravity / (3 * max(8, fabs(self.mins_z)))); } // copy initial angle self.cnt = self.angles_z; // wait for targets to spawn controller = spawn(); controller.classname = "func_pendulum_controller"; controller.owner = self; controller.nextthink = time + 1; controller.think = func_pendulum_controller_think; self.nextthink = self.ltime + 999999999; self.think = SUB_NullThink; // for PushMove //self.effects |= EF_LOWPRECISION; // TODO make a reset function for this one } // button and multiple button void() button_wait; void() button_return; void button_wait() { self.state = STATE_TOP; self.nextthink = self.ltime + self.wait; self.think = button_return; activator = self.enemy; SUB_UseTargets(); self.frame = 1; // use alternate textures } void button_done() { self.state = STATE_BOTTOM; } void button_return() { self.state = STATE_DOWN; SUB_CalcMove (self.pos1, TSPEED_LINEAR, self.speed, button_done); self.frame = 0; // use normal textures if (self.health) self.takedamage = DAMAGE_YES; // can be shot again } void button_blocked() { // do nothing, just don't come all the way back out } void button_fire() { self.health = self.max_health; self.takedamage = DAMAGE_NO; // will be reset upon return if (self.state == STATE_UP || self.state == STATE_TOP) return; if (self.noise != "") sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM); self.state = STATE_UP; SUB_CalcMove (self.pos2, TSPEED_LINEAR, self.speed, button_wait); } void button_reset() { self.health = self.max_health; setorigin(self, self.pos1); self.frame = 0; // use normal textures self.state = STATE_BOTTOM; if (self.health) self.takedamage = DAMAGE_YES; // can be shot again } void button_use() { if not (self.active == ACTIVE_ACTIVE) return; self.enemy = activator; button_fire (); } void button_touch() { if (!other) return; if not(other.iscreature) return; if(other.velocity * self.movedir < 0) return; self.enemy = other; if (other.owner) self.enemy = other.owner; button_fire (); } void button_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { if(self.spawnflags & DOOR_NOSPLASH) if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH)) return; self.health = self.health - damage; if (self.health <= 0) { self.enemy = damage_attacker; button_fire (); } } /*QUAKED spawnfunc_func_button (0 .5 .8) ? 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. "angle" determines the opening direction "target" all entities with a matching targetname will be used "speed" override the default 40 speed "wait" override the default 1 second wait (-1 = never return) "lip" override the default 4 pixel lip remaining at end of move "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 MinstaGib laser "sounds" 0) steam metal 1) wooden clunk 2) metallic click 3) in-out */ void spawnfunc_func_button() { SetMovedir (); if not(InitMovingBrushTrigger()) return; self.effects |= EF_LOWPRECISION; self.blocked = button_blocked; self.use = button_use; // if (self.health == 0) // all buttons are now shootable // self.health = 10; if (self.health) { self.max_health = self.health; self.event_damage = button_damage; self.takedamage = DAMAGE_YES; } else self.touch = button_touch; if (!self.speed) self.speed = 40; if (!self.wait) self.wait = 1; if (!self.lip) self.lip = 4; if(self.noise != "") precache_sound(self.noise); self.active = ACTIVE_ACTIVE; self.pos1 = self.origin; self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip); self.flags |= FL_NOTARGET; button_reset(); } const float DOOR_START_OPEN = 1; const float DOOR_DONT_LINK = 4; const float DOOR_TOGGLE = 32; /* Doors are similar to buttons, but can spawn a fat trigger field around them to open without a touch, and they link together to form simultanious double/quad doors. Door.owner is the master door. If there is only one door, it points to itself. If multiple doors, all will point to a single one. Door.enemy chains from the master door through all doors linked in the chain. */ /* ============================================================================= THINK FUNCTIONS ============================================================================= */ void() door_go_down; void() door_go_up; void() door_rotating_go_down; void() door_rotating_go_up; void door_blocked() { if((self.spawnflags & 8) && (other.takedamage != DAMAGE_NO)) { // KIll Kill Kill!! Damage (other, self, self, 10000, DEATH_HURTTRIGGER, other.origin, '0 0 0'); } else { if((self.dmg) && (other.takedamage == DAMAGE_YES)) // Shall we bite? Damage (other, self, self, self.dmg, DEATH_HURTTRIGGER, other.origin, '0 0 0'); //Dont chamge direction for dead or dying stuff if(other.deadflag != DEAD_NO && (other.takedamage == DAMAGE_NO)) { if (self.wait >= 0) { if (self.state == STATE_DOWN) if (self.classname == "door") { door_go_up (); } else { door_rotating_go_up (); } else if (self.classname == "door") { door_go_down (); } else { door_rotating_go_down (); } } } else { //gib dying stuff just to make sure if((self.dmg) && (other.takedamage != DAMAGE_NO)) // Shall we bite? Damage (other, self, self, 10000, DEATH_HURTTRIGGER, other.origin, '0 0 0'); } } //T_Damage (other, self, self, self.dmg, self.dmg, self.deathtype, DT_IMPACT, (self.absmin + self.absmax) * 0.5, '0 0 0', Obituary_Generic); // if a door has a negative wait, it would never come back if blocked, // so let it just squash the object to death real fast /* if (self.wait >= 0) { if (self.state == STATE_DOWN) door_go_up (); else door_go_down (); } */ } void door_hit_top() { if (self.noise1 != "") sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM); self.state = STATE_TOP; if (self.spawnflags & DOOR_TOGGLE) return; // don't come down automatically if (self.classname == "door") { self.think = door_go_down; } else { self.think = door_rotating_go_down; } self.nextthink = self.ltime + self.wait; } void door_hit_bottom() { if (self.noise1 != "") sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM); self.state = STATE_BOTTOM; } void door_go_down() { if (self.noise2 != "") sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM); if (self.max_health) { self.takedamage = DAMAGE_YES; self.health = self.max_health; } self.state = STATE_DOWN; SUB_CalcMove (self.pos1, TSPEED_LINEAR, self.speed, door_hit_bottom); } void door_go_up() { if (self.state == STATE_UP) return; // already going up if (self.state == STATE_TOP) { // reset top wait time self.nextthink = self.ltime + self.wait; return; } if (self.noise2 != "") sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM); self.state = STATE_UP; SUB_CalcMove (self.pos2, TSPEED_LINEAR, self.speed, door_hit_top); string oldmessage; oldmessage = self.message; self.message = ""; SUB_UseTargets(); self.message = oldmessage; } /* ============================================================================= ACTIVATION FUNCTIONS ============================================================================= */ float door_check_keys(void) { local entity door; if (self.owner) door = self.owner; else door = self; // no key needed if not(door.itemkeys) return TRUE; // this door require a key // only a player can have a key if not(IS_PLAYER(other)) return FALSE; if (item_keys_usekey(door, other)) { // some keys were used if (other.key_door_messagetime <= time) { play2(other, "misc/talk.wav"); centerprint(other, strcat("You also need ", item_keys_keylist(door.itemkeys), "!")); other.key_door_messagetime = time + 2; } } else { // no keys were used if (other.key_door_messagetime <= time) { play2(other, "misc/talk.wav"); centerprint(other, strcat("You need ", item_keys_keylist(door.itemkeys), "!")); other.key_door_messagetime = time + 2; } } if (door.itemkeys) { // door is now unlocked play2(other, "misc/talk.wav"); centerprint(other, "Door unlocked!"); return TRUE; } else return FALSE; } void door_fire() { entity oself; entity starte; if (self.owner != self) objerror ("door_fire: self.owner != self"); oself = self; if (self.spawnflags & DOOR_TOGGLE) { if (self.state == STATE_UP || self.state == STATE_TOP) { starte = self; do { if (self.classname == "door") { door_go_down (); } else { door_rotating_go_down (); } self = self.enemy; } while ( (self != starte) && (self != world) ); self = oself; return; } } // trigger all paired doors starte = self; do { if (self.classname == "door") { door_go_up (); } else { // if the BIDIR spawnflag (==2) is set and the trigger has set trigger_reverse, reverse the opening direction if ((self.spawnflags & 2) && other.trigger_reverse!=0 && self.lip!=666 && self.state == STATE_BOTTOM) { self.lip = 666; // self.lip is used to remember reverse opening direction for door_rotating self.pos2 = '0 0 0' - self.pos2; } // if BIDIR_IN_DOWN (==8) is set, prevent the door from reoping during closing if it is triggered from the wrong side if (!((self.spawnflags & 2) && (self.spawnflags & 8) && self.state == STATE_DOWN && (((self.lip==666) && (other.trigger_reverse==0)) || ((self.lip!=666) && (other.trigger_reverse!=0))))) { door_rotating_go_up (); } } self = self.enemy; } while ( (self != starte) && (self != world) ); self = oself; } void door_use() { entity oself; //dprint("door_use (model: ");dprint(self.model);dprint(")\n"); if (self.owner) { oself = self; self = self.owner; door_fire (); self = oself; } } void door_trigger_touch() { if (other.health < 1) if not(other.iscreature && other.deadflag == DEAD_NO) return; if (time < self.attack_finished_single) return; // check if door is locked if (!door_check_keys()) return; self.attack_finished_single = time + 1; activator = other; self = self.owner; door_use (); } void door_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { entity oself; if(self.spawnflags & DOOR_NOSPLASH) if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH)) return; self.health = self.health - damage; if (self.itemkeys) { // don't allow opening doors through damage if keys are required return; } if (self.health <= 0) { oself = self; self = self.owner; self.health = self.max_health; self.takedamage = DAMAGE_NO; // wil be reset upon return door_use (); self = oself; } } /* ================ door_touch Prints messages ================ */ void door_touch() { if not(IS_PLAYER(other)) return; if (self.owner.attack_finished_single > time) return; self.owner.attack_finished_single = time + 2; if (!(self.owner.dmg) && (self.owner.message != "")) { if (IS_CLIENT(other)) centerprint (other, self.owner.message); play2(other, "misc/talk.wav"); } } void door_generic_plat_blocked() { if((self.spawnflags & 8) && (other.takedamage != DAMAGE_NO)) { // KIll Kill Kill!! Damage (other, self, self, 10000, DEATH_HURTTRIGGER, other.origin, '0 0 0'); } else { if((self.dmg) && (other.takedamage == DAMAGE_YES)) // Shall we bite? Damage (other, self, self, self.dmg, DEATH_HURTTRIGGER, other.origin, '0 0 0'); //Dont chamge direction for dead or dying stuff if(other.deadflag != DEAD_NO && (other.takedamage == DAMAGE_NO)) { if (self.wait >= 0) { if (self.state == STATE_DOWN) door_rotating_go_up (); else door_rotating_go_down (); } } else { //gib dying stuff just to make sure if((self.dmg) && (other.takedamage != DAMAGE_NO)) // Shall we bite? Damage (other, self, self, 10000, DEATH_HURTTRIGGER, other.origin, '0 0 0'); } } //T_Damage (other, self, self, self.dmg, self.dmg, self.deathtype, DT_IMPACT, (self.absmin + self.absmax) * 0.5, '0 0 0', Obituary_Generic); // if a door has a negative wait, it would never come back if blocked, // so let it just squash the object to death real fast /* if (self.wait >= 0) { if (self.state == STATE_DOWN) door_rotating_go_up (); else door_rotating_go_down (); } */ } void door_rotating_hit_top() { if (self.noise1 != "") sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM); self.state = STATE_TOP; if (self.spawnflags & DOOR_TOGGLE) return; // don't come down automatically self.think = door_rotating_go_down; self.nextthink = self.ltime + self.wait; } void door_rotating_hit_bottom() { if (self.noise1 != "") sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM); if (self.lip==666) // self.lip is used to remember reverse opening direction for door_rotating { self.pos2 = '0 0 0' - self.pos2; self.lip = 0; } self.state = STATE_BOTTOM; } void door_rotating_go_down() { if (self.noise2 != "") sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM); if (self.max_health) { self.takedamage = DAMAGE_YES; self.health = self.max_health; } self.state = STATE_DOWN; SUB_CalcAngleMove (self.pos1, TSPEED_LINEAR, self.speed, door_rotating_hit_bottom); } void door_rotating_go_up() { if (self.state == STATE_UP) return; // already going up if (self.state == STATE_TOP) { // reset top wait time self.nextthink = self.ltime + self.wait; return; } if (self.noise2 != "") sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM); self.state = STATE_UP; SUB_CalcAngleMove (self.pos2, TSPEED_LINEAR, self.speed, door_rotating_hit_top); string oldmessage; oldmessage = self.message; self.message = ""; SUB_UseTargets(); self.message = oldmessage; } /* ============================================================================= SPAWNING FUNCTIONS ============================================================================= */ entity spawn_field(vector fmins, vector fmaxs) { entity trigger; vector t1, t2; trigger = spawn(); trigger.classname = "doortriggerfield"; trigger.movetype = MOVETYPE_NONE; trigger.solid = SOLID_TRIGGER; trigger.owner = self; trigger.touch = door_trigger_touch; t1 = fmins; t2 = fmaxs; setsize (trigger, t1 - '60 60 8', t2 + '60 60 8'); return (trigger); } entity LinkDoors_nextent(entity cur, entity near, entity pass) { while((cur = find(cur, classname, self.classname)) && ((cur.spawnflags & 4) || cur.enemy)) { } return cur; } float LinkDoors_isconnected(entity e1, entity e2, entity pass) { float DELTA = 4; if (e1.absmin_x > e2.absmax_x + DELTA) return FALSE; if (e1.absmin_y > e2.absmax_y + DELTA) return FALSE; if (e1.absmin_z > e2.absmax_z + DELTA) return FALSE; if (e2.absmin_x > e1.absmax_x + DELTA) return FALSE; if (e2.absmin_y > e1.absmax_y + DELTA) return FALSE; if (e2.absmin_z > e1.absmax_z + DELTA) return FALSE; return TRUE; } /* ============= LinkDoors ============= */ void LinkDoors() { entity t; vector cmins, cmaxs; if (self.enemy) return; // already linked by another door if (self.spawnflags & 4) { self.owner = self.enemy = self; if (self.health) return; IFTARGETED return; if (self.items) return; self.trigger_field = spawn_field(self.absmin, self.absmax); return; // don't want to link this door } FindConnectedComponent(self, enemy, LinkDoors_nextent, LinkDoors_isconnected, world); // set owner, and make a loop of the chain dprint("LinkDoors: linking doors:"); for(t = self; ; t = t.enemy) { dprint(" ", etos(t)); t.owner = self; if(t.enemy == world) { t.enemy = self; break; } } dprint("\n"); // collect health, targetname, message, size cmins = self.absmin; cmaxs = self.absmax; for(t = self; ; t = t.enemy) { if(t.health && !self.health) self.health = t.health; if((t.targetname != "") && (self.targetname == "")) self.targetname = t.targetname; if((t.message != "") && (self.message == "")) self.message = t.message; if (t.absmin_x < cmins_x) cmins_x = t.absmin_x; if (t.absmin_y < cmins_y) cmins_y = t.absmin_y; if (t.absmin_z < cmins_z) cmins_z = t.absmin_z; if (t.absmax_x > cmaxs_x) cmaxs_x = t.absmax_x; if (t.absmax_y > cmaxs_y) cmaxs_y = t.absmax_y; if (t.absmax_z > cmaxs_z) cmaxs_z = t.absmax_z; if(t.enemy == self) break; } // distribute health, targetname, message for(t = self; t; t = t.enemy) { t.health = self.health; t.targetname = self.targetname; t.message = self.message; if(t.enemy == self) break; } // shootable, or triggered doors just needed the owner/enemy links, // they don't spawn a field if (self.health) return; IFTARGETED return; if (self.items) return; self.trigger_field = spawn_field(cmins, cmaxs); } /*QUAKED spawnfunc_func_door (0 .5 .8) ? START_OPEN x DOOR_DONT_LINK GOLD_KEY SILVER_KEY TOGGLE if two doors touch, they are assumed to be connected and operate as a unit. TOGGLE causes the door to wait in both the start and end states for a trigger event. START_OPEN causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors). GOLD_KEY causes the door to open only if the activator holds a gold key. SILVER_KEY causes the door to open only if the activator holds a silver key. "message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet "angle" determines the opening direction "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door. "health" if set, door must be shot open "speed" movement speed (100 default) "wait" wait before returning (3 default, -1 = never return) "lip" lip remaining at end of move (8 default) "dmg" damage to inflict when blocked (2 default) "sounds" 0) no sound 1) stone 2) base 3) stone chain 4) screechy metal FIXME: only one sound set available at the time being */ void door_init_startopen() { setorigin (self, self.pos2); self.pos2 = self.pos1; self.pos1 = self.origin; } void door_reset() { setorigin(self, self.pos1); self.velocity = '0 0 0'; self.state = STATE_BOTTOM; self.think = func_null; self.nextthink = 0; } // spawnflags require key (for now only func_door) #define SPAWNFLAGS_GOLD_KEY 8 #define SPAWNFLAGS_SILVER_KEY 16 void spawnfunc_func_door() { // Quake 1 keys compatibility if (self.spawnflags & SPAWNFLAGS_GOLD_KEY) self.itemkeys |= ITEM_KEY_BIT(0); if (self.spawnflags & SPAWNFLAGS_SILVER_KEY) self.itemkeys |= ITEM_KEY_BIT(1); //if (!self.deathtype) // map makers can override this // self.deathtype = " got in the way"; SetMovedir (); self.max_health = self.health; if not(InitMovingBrushTrigger()) return; self.effects |= EF_LOWPRECISION; self.classname = "door"; self.blocked = door_blocked; self.use = door_use; // FIXME: undocumented flag 8, originally (Q1) GOLD_KEY // if(self.spawnflags & 8) // self.dmg = 10000; if(self.dmg && (self.message == "")) self.message = "was squished"; if(self.dmg && (self.message2 == "")) self.message2 = "was squished by"; if (self.sounds > 0) { precache_sound ("plats/medplat1.wav"); precache_sound ("plats/medplat2.wav"); self.noise2 = "plats/medplat1.wav"; self.noise1 = "plats/medplat2.wav"; } if (!self.speed) self.speed = 100; if (!self.wait) self.wait = 3; if (!self.lip) self.lip = 8; self.pos1 = self.origin; self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip); // DOOR_START_OPEN is to allow an entity to be lighted in the closed position // but spawn in the open position if (self.spawnflags & DOOR_START_OPEN) InitializeEntity(self, door_init_startopen, INITPRIO_SETLOCATION); self.state = STATE_BOTTOM; if (self.health) { self.takedamage = DAMAGE_YES; self.event_damage = door_damage; } if (self.items) self.wait = -1; self.touch = door_touch; // LinkDoors can't be done until all of the doors have been spawned, so // the sizes can be detected properly. InitializeEntity(self, LinkDoors, INITPRIO_LINKDOORS); self.reset = door_reset; } /*QUAKED spawnfunc_func_door_rotating (0 .5 .8) ? START_OPEN BIDIR DOOR_DONT_LINK BIDIR_IN_DOWN x TOGGLE X_AXIS Y_AXIS if two doors touch, they are assumed to be connected and operate as a unit. TOGGLE causes the door to wait in both the start and end states for a trigger event. BIDIR makes the door work bidirectional, so that the opening direction is always away from the requestor. The usage of bidirectional doors requires two manually instantiated triggers (trigger_multiple), the one to open it in the other direction must have set trigger_reverse to 1. BIDIR_IN_DOWN will the door prevent from reopening while closing if it is triggered from the other side. START_OPEN causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not usefull for touch or takedamage doors). "message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet "angle" determines the destination angle for opening. negative values reverse the direction. "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door. "health" if set, door must be shot open "speed" movement speed (100 default) "wait" wait before returning (3 default, -1 = never return) "dmg" damage to inflict when blocked (2 default) "sounds" 0) no sound 1) stone 2) base 3) stone chain 4) screechy metal FIXME: only one sound set available at the time being */ void door_rotating_reset() { self.angles = self.pos1; self.avelocity = '0 0 0'; self.state = STATE_BOTTOM; self.think = func_null; self.nextthink = 0; } void door_rotating_init_startopen() { self.angles = self.movedir; self.pos2 = '0 0 0'; self.pos1 = self.movedir; } void spawnfunc_func_door_rotating() { //if (!self.deathtype) // map makers can override this // self.deathtype = " got in the way"; // I abuse "movedir" for denoting the axis for now if (self.spawnflags & 64) // X (untested) self.movedir = '0 0 1'; else if (self.spawnflags & 128) // Y (untested) self.movedir = '1 0 0'; else // Z self.movedir = '0 1 0'; if (self.angles_y==0) self.angles_y = 90; self.movedir = self.movedir * self.angles_y; self.angles = '0 0 0'; self.max_health = self.health; self.avelocity = self.movedir; if not(InitMovingBrushTrigger()) return; self.velocity = '0 0 0'; //self.effects |= EF_LOWPRECISION; self.classname = "door_rotating"; self.blocked = door_blocked; self.use = door_use; if(self.spawnflags & 8) self.dmg = 10000; if(self.dmg && (self.message == "")) self.message = "was squished"; if(self.dmg && (self.message2 == "")) self.message2 = "was squished by"; if (self.sounds > 0) { precache_sound ("plats/medplat1.wav"); precache_sound ("plats/medplat2.wav"); self.noise2 = "plats/medplat1.wav"; self.noise1 = "plats/medplat2.wav"; } if (!self.speed) self.speed = 50; if (!self.wait) self.wait = 1; self.lip = 0; // self.lip is used to remember reverse opening direction for door_rotating self.pos1 = '0 0 0'; self.pos2 = self.movedir; // DOOR_START_OPEN is to allow an entity to be lighted in the closed position // but spawn in the open position if (self.spawnflags & DOOR_START_OPEN) InitializeEntity(self, door_rotating_init_startopen, INITPRIO_SETLOCATION); self.state = STATE_BOTTOM; if (self.health) { self.takedamage = DAMAGE_YES; self.event_damage = door_damage; } if (self.items) self.wait = -1; self.touch = door_touch; // LinkDoors can't be done until all of the doors have been spawned, so // the sizes can be detected properly. InitializeEntity(self, LinkDoors, INITPRIO_LINKDOORS); self.reset = door_rotating_reset; } /* ============================================================================= SECRET DOORS ============================================================================= */ void() fd_secret_move1; void() fd_secret_move2; void() fd_secret_move3; void() fd_secret_move4; void() fd_secret_move5; void() fd_secret_move6; void() fd_secret_done; const float SECRET_OPEN_ONCE = 1; // stays open const float SECRET_1ST_LEFT = 2; // 1st move is left of arrow const float SECRET_1ST_DOWN = 4; // 1st move is down from arrow const float SECRET_NO_SHOOT = 8; // only opened by trigger const float SECRET_YES_SHOOT = 16; // shootable even if targeted void fd_secret_use() { float temp; string message_save; self.health = 10000; self.bot_attack = TRUE; // exit if still moving around... if (self.origin != self.oldorigin) return; message_save = self.message; self.message = ""; // no more message SUB_UseTargets(); // fire all targets / killtargets self.message = message_save; self.velocity = '0 0 0'; // Make a sound, wait a little... if (self.noise1 != "") sound(self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM); self.nextthink = self.ltime + 0.1; temp = 1 - (self.spawnflags & SECRET_1ST_LEFT); // 1 or -1 makevectors(self.mangle); if (!self.t_width) { if (self.spawnflags & SECRET_1ST_DOWN) self.t_width = fabs(v_up * self.size); else self.t_width = fabs(v_right * self.size); } if (!self.t_length) self.t_length = fabs(v_forward * self.size); if (self.spawnflags & SECRET_1ST_DOWN) self.dest1 = self.origin - v_up * self.t_width; else self.dest1 = self.origin + v_right * (self.t_width * temp); self.dest2 = self.dest1 + v_forward * self.t_length; SUB_CalcMove(self.dest1, TSPEED_LINEAR, self.speed, fd_secret_move1); if (self.noise2 != "") sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM); } void fd_secret_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { fd_secret_use(); } // Wait after first movement... void fd_secret_move1() { self.nextthink = self.ltime + 1.0; self.think = fd_secret_move2; if (self.noise3 != "") sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM); } // Start moving sideways w/sound... void fd_secret_move2() { if (self.noise2 != "") sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM); SUB_CalcMove(self.dest2, TSPEED_LINEAR, self.speed, fd_secret_move3); } // Wait here until time to go back... void fd_secret_move3() { if (self.noise3 != "") sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM); if (!(self.spawnflags & SECRET_OPEN_ONCE)) { self.nextthink = self.ltime + self.wait; self.think = fd_secret_move4; } } // Move backward... void fd_secret_move4() { if (self.noise2 != "") sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM); SUB_CalcMove(self.dest1, TSPEED_LINEAR, self.speed, fd_secret_move5); } // Wait 1 second... void fd_secret_move5() { self.nextthink = self.ltime + 1.0; self.think = fd_secret_move6; if (self.noise3 != "") sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM); } void fd_secret_move6() { if (self.noise2 != "") sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM); SUB_CalcMove(self.oldorigin, TSPEED_LINEAR, self.speed, fd_secret_done); } void fd_secret_done() { if (self.spawnflags&SECRET_YES_SHOOT) { self.health = 10000; self.takedamage = DAMAGE_YES; //self.th_pain = fd_secret_use; } if (self.noise3 != "") sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM); } void secret_blocked() { if (time < self.attack_finished_single) return; self.attack_finished_single = time + 0.5; //T_Damage (other, self, self, self.dmg, self.dmg, self.deathtype, DT_IMPACT, (self.absmin + self.absmax) * 0.5, '0 0 0', Obituary_Generic); } /* ============== secret_touch Prints messages ================ */ void secret_touch() { if not(other.iscreature) return; if (self.attack_finished_single > time) return; self.attack_finished_single = time + 2; if (self.message) { if (IS_CLIENT(other)) centerprint (other, self.message); play2(other, "misc/talk.wav"); } } void secret_reset() { if (self.spawnflags&SECRET_YES_SHOOT) { self.health = 10000; self.takedamage = DAMAGE_YES; } setorigin(self, self.oldorigin); self.think = func_null; self.nextthink = 0; } /*QUAKED spawnfunc_func_door_secret (0 .5 .8) ? open_once 1st_left 1st_down no_shoot always_shoot Basic secret door. Slides back, then to the side. Angle determines direction. wait = # of seconds before coming back 1st_left = 1st move is left of arrow 1st_down = 1st move is down from arrow always_shoot = even if targeted, keep shootable t_width = override WIDTH to move back (or height if going down) t_length = override LENGTH to move sideways "dmg" damage to inflict when blocked (2 default) If a secret door has a targetname, it will only be opened by it's botton or trigger, not by damage. "sounds" 1) medieval 2) metal 3) base */ void spawnfunc_func_door_secret() { /*if (!self.deathtype) // map makers can override this self.deathtype = " got in the way";*/ if (!self.dmg) self.dmg = 2; // Magic formula... self.mangle = self.angles; self.angles = '0 0 0'; self.classname = "door"; if not(InitMovingBrushTrigger()) return; self.effects |= EF_LOWPRECISION; self.touch = secret_touch; self.blocked = secret_blocked; self.speed = 50; self.use = fd_secret_use; IFTARGETED { } else self.spawnflags |= SECRET_YES_SHOOT; if(self.spawnflags&SECRET_YES_SHOOT) { self.health = 10000; self.takedamage = DAMAGE_YES; self.event_damage = fd_secret_damage; } self.oldorigin = self.origin; if (!self.wait) self.wait = 5; // 5 seconds before closing self.reset = secret_reset; secret_reset(); } /*QUAKED spawnfunc_func_fourier (0 .5 .8) ? Brush model that moves in a pattern of added up sine waves, can be used e.g. for circular motions. netname: list of quadruples, separated by spaces; note that phase 0 represents a sine wave, and phase 0.25 a cosine wave (by default, it uses 1 0 0 0 1, to match func_bobbing's defaults speed: how long one cycle of frequency multiplier 1 in seconds (default 4) height: amplitude modifier (default 32) phase: cycle timing adjustment (0-1 as a fraction of the cycle, default 0) noise: path/name of looping .wav file to play. dmg: Do this mutch dmg every .dmgtime intervall when blocked dmgtime: See above. */ void func_fourier_controller_think() { vector v; float n, i, t; self.nextthink = time + 0.1; if not (self.owner.active == ACTIVE_ACTIVE) { self.owner.velocity = '0 0 0'; return; } n = floor((tokenize_console(self.owner.netname)) / 5); t = self.nextthink * self.owner.cnt + self.owner.phase * 360; v = self.owner.destvec; for(i = 0; i < n; ++i) { makevectors((t * stof(argv(i*5)) + stof(argv(i*5+1)) * 360) * '0 1 0'); v = v + ('1 0 0' * stof(argv(i*5+2)) + '0 1 0' * stof(argv(i*5+3)) + '0 0 1' * stof(argv(i*5+4))) * self.owner.height * v_forward_y; } if(self.owner.classname == "func_fourier") // don't brake stuff if the func_fourier was killtarget'ed // * 10 so it will arrive in 0.1 sec self.owner.velocity = (v - self.owner.origin) * 10; } void spawnfunc_func_fourier() { entity controller; if (self.noise != "") { precache_sound(self.noise); soundto(MSG_INIT, self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_IDLE); } if (!self.speed) self.speed = 4; if (!self.height) self.height = 32; self.destvec = self.origin; self.cnt = 360 / self.speed; self.blocked = generic_plat_blocked; if(self.dmg && (self.message == "")) self.message = " was squished"; if(self.dmg && (self.message2 == "")) self.message2 = "was squished by"; if(self.dmg && (!self.dmgtime)) self.dmgtime = 0.25; self.dmgtime2 = time; if(self.netname == "") self.netname = "1 0 0 0 1"; if not(InitMovingBrushTrigger()) return; self.active = ACTIVE_ACTIVE; // wait for targets to spawn controller = spawn(); controller.classname = "func_fourier_controller"; controller.owner = self; controller.nextthink = time + 1; controller.think = func_fourier_controller_think; self.nextthink = self.ltime + 999999999; self.think = SUB_NullThink; // for PushMove // Savage: Reduce bandwith, critical on e.g. nexdm02 self.effects |= EF_LOWPRECISION; // TODO make a reset function for this one } // reusing some fields havocbots declared .entity wp00, wp01, wp02, wp03; .float targetfactor, target2factor, target3factor, target4factor; .vector targetnormal, target2normal, target3normal, target4normal; vector func_vectormamamam_origin(entity o, float t) { vector v, p; float f; entity e; f = o.spawnflags; v = '0 0 0'; e = o.wp00; if(e) { p = e.origin + t * e.velocity; if(f & 1) v = v + (p * o.targetnormal) * o.targetnormal * o.targetfactor; else v = v + (p - (p * o.targetnormal) * o.targetnormal) * o.targetfactor; } e = o.wp01; if(e) { p = e.origin + t * e.velocity; if(f & 2) v = v + (p * o.target2normal) * o.target2normal * o.target2factor; else v = v + (p - (p * o.target2normal) * o.target2normal) * o.target2factor; } e = o.wp02; if(e) { p = e.origin + t * e.velocity; if(f & 4) v = v + (p * o.target3normal) * o.target3normal * o.target3factor; else v = v + (p - (p * o.target3normal) * o.target3normal) * o.target3factor; } e = o.wp03; if(e) { p = e.origin + t * e.velocity; if(f & 8) v = v + (p * o.target4normal) * o.target4normal * o.target4factor; else v = v + (p - (p * o.target4normal) * o.target4normal) * o.target4factor; } return v; } void func_vectormamamam_controller_think() { self.nextthink = time + 0.1; if not (self.owner.active == ACTIVE_ACTIVE) { self.owner.velocity = '0 0 0'; return; } if(self.owner.classname == "func_vectormamamam") // don't brake stuff if the func_vectormamamam was killtarget'ed self.owner.velocity = (self.owner.destvec + func_vectormamamam_origin(self.owner, 0.1) - self.owner.origin) * 10; } void func_vectormamamam_findtarget() { if(self.target != "") self.wp00 = find(world, targetname, self.target); if(self.target2 != "") self.wp01 = find(world, targetname, self.target2); if(self.target3 != "") self.wp02 = find(world, targetname, self.target3); if(self.target4 != "") self.wp03 = find(world, targetname, self.target4); if(!self.wp00 && !self.wp01 && !self.wp02 && !self.wp03) objerror("No reference entity found, so there is nothing to move. Aborting."); self.destvec = self.origin - func_vectormamamam_origin(self, 0); entity controller; controller = spawn(); controller.classname = "func_vectormamamam_controller"; controller.owner = self; controller.nextthink = time + 1; controller.think = func_vectormamamam_controller_think; } void spawnfunc_func_vectormamamam() { if (self.noise != "") { precache_sound(self.noise); soundto(MSG_INIT, self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_IDLE); } if(!self.targetfactor) self.targetfactor = 1; if(!self.target2factor) self.target2factor = 1; if(!self.target3factor) self.target3factor = 1; if(!self.target4factor) self.target4factor = 1; if(vlen(self.targetnormal)) self.targetnormal = normalize(self.targetnormal); if(vlen(self.target2normal)) self.target2normal = normalize(self.target2normal); if(vlen(self.target3normal)) self.target3normal = normalize(self.target3normal); if(vlen(self.target4normal)) self.target4normal = normalize(self.target4normal); self.blocked = generic_plat_blocked; if(self.dmg && (self.message == "")) self.message = " was squished"; if(self.dmg && (self.message == "")) self.message2 = "was squished by"; if(self.dmg && (!self.dmgtime)) self.dmgtime = 0.25; self.dmgtime2 = time; if(self.netname == "") self.netname = "1 0 0 0 1"; if not(InitMovingBrushTrigger()) return; // wait for targets to spawn self.nextthink = self.ltime + 999999999; self.think = SUB_NullThink; // for PushMove // Savage: Reduce bandwith, critical on e.g. nexdm02 self.effects |= EF_LOWPRECISION; self.active = ACTIVE_ACTIVE; InitializeEntity(self, func_vectormamamam_findtarget, INITPRIO_FINDTARGET); } void conveyor_think() { entity e; // set myself as current conveyor where possible for(e = world; (e = findentity(e, conveyor, self)); ) e.conveyor = world; if(self.state) { for(e = findradius((self.absmin + self.absmax) * 0.5, vlen(self.absmax - self.absmin) * 0.5 + 1); e; e = e.chain) if(!e.conveyor.state) if(isPushable(e)) { vector emin = e.absmin; vector emax = e.absmax; if(self.solid == SOLID_BSP) { emin -= '1 1 1'; emax += '1 1 1'; } if(boxesoverlap(emin, emax, self.absmin, self.absmax)) // quick if(WarpZoneLib_BoxTouchesBrush(emin, emax, self, e)) // accurate e.conveyor = self; } for(e = world; (e = findentity(e, conveyor, self)); ) { if(IS_CLIENT(e)) // doing it via velocity has quite some advantages continue; // done in SV_PlayerPhysics setorigin(e, e.origin + self.movedir * sys_frametime); move_out_of_solid(e); UpdateCSQCProjectile(e); /* // stupid conveyor code tracebox(e.origin, e.mins, e.maxs, e.origin + self.movedir * sys_frametime, MOVE_NORMAL, e); if(trace_fraction > 0) setorigin(e, trace_endpos); */ } } self.nextthink = time; } void conveyor_use() { self.state = !self.state; } void conveyor_reset() { self.state = (self.spawnflags & 1); } void conveyor_init() { if (!self.speed) self.speed = 200; self.movedir = self.movedir * self.speed; self.think = conveyor_think; self.nextthink = time; IFTARGETED { self.use = conveyor_use; self.reset = conveyor_reset; conveyor_reset(); } else self.state = 1; } void spawnfunc_trigger_conveyor() { SetMovedir(); EXACTTRIGGER_INIT; conveyor_init(); } void spawnfunc_func_conveyor() { SetMovedir(); InitMovingBrushTrigger(); self.movetype = MOVETYPE_NONE; conveyor_init(); }