self.message = "was in the wrong place";
if (!self.message2)
self.message2 = "was thrown into a world of hurt by";
+ // self.message = "someone like %s always gets wrongplaced";
if(!trigger_hurt_first)
trigger_hurt_first = self;
//
//////////////////////////////////////////////////////////////
-.float triggergravity, triggergravitytime;
.entity trigger_gravity_check;
-void trigger_gravity_check_think()
+void trigger_gravity_remove(entity own)
{
- // Entity that spawns when you enter a gravity zone, and checks if you left it
- if(self.owner.triggergravitytime < time - 0.01) // need to figure out a correct formula here
+ if(own.trigger_gravity_check.owner == own)
{
- dprint("XXXXXXXXXXXXXXXXXXXXXXXXXX ");
- self.owner.gravity = 0;
- self.owner.triggergravity = 0;
- remove(self);
+ UpdateCSQCProjectile(own);
+ own.gravity = own.trigger_gravity_check.gravity;
+ remove(own.trigger_gravity_check);
}
else
- self.nextthink = time + 0.01;
+ 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.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.count <= 0)
+ {
+ if(self.owner.trigger_gravity_check == self)
+ trigger_gravity_remove(self.owner);
+ else
+ remove(self);
+ return;
+ }
+ else
+ {
+ self.count -= 1;
+ self.nextthink = time;
+ }
+};
+
+void trigger_gravity_use()
+{
+ self.state = !self.state;
+};
void trigger_gravity_touch()
{
- if(sv_gravity != 800)
+ float g;
+
+ if(self.state != TRUE)
return;
- // only do the EXACTTRIGGER_TOUCH checks when really needed (saves some cpu)
- if (other.triggergravitytime < time)
- {
- EXACTTRIGGER_TOUCH;
- other.triggergravitytime = time + 0.01;
- if(!other.triggergravity)
- {
- other.triggergravity = 1;
- other.trigger_gravity_check = spawn();
- other.trigger_gravity_check.owner = other;
- other.trigger_gravity_check.think = trigger_gravity_check_think;
- other.trigger_gravity_check.nextthink = time;
- }
+ EXACTTRIGGER_TOUCH;
+
+ g = self.gravity;
- if (other.gravity != self.gravity)
+ if not(self.spawnflags & 1)
+ {
+ if(other.trigger_gravity_check)
{
- other.gravity = self.gravity;
- if(self.noise != "")
- sound (other, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NORM);
+ 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;
+ }
+
+ if (other.gravity != g)
+ {
+ 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);}
if(!self.cnt)
self.cnt = particleeffectnum(self.mdl);
- Net_LinkEntity(self, FALSE, 0, pointparticles_SendEntity);
+ Net_LinkEntity(self, (self.spawnflags & 4), 0, pointparticles_SendEntity);
IFTARGETED
{
// target:
// what to trigger
}
+
+void relay_activateors_use()
+{
+ entity trg, os;
+
+ os = self;
+
+ for(trg = world; (trg = find(trg, targetname, os.target)); )
+ {
+ self = trg;
+ if (trg.setactive)
+ trg.setactive(os.cnt);
+ else
+ {
+ if(os.cnt == ACTIVE_TOGGLE)
+ if(trg.active)
+ trg.active = ACTIVE_NOT;
+ else
+ trg.active = ACTIVE_ACTIVE;
+ else
+ trg.active = os.cnt;
+ }
+ }
+ self = os;
+}
+
+void spawnfunc_relay_activate()
+{
+ self.cnt = ACTIVE_ACTIVE;
+ self.use = relay_activateors_use;
+}
+
+void spawnfunc_relay_deactivate()
+{
+ self.cnt = ACTIVE_NOT;
+ self.use = relay_activateors_use;
+}
+
+void spawnfunc_relay_activatetoggle()
+{
+ self.cnt = ACTIVE_TOGGLE;
+ self.use = relay_activateors_use;
+}