3 * trigger given targets
5 void trigger_keylock_trigger(entity this, entity actor, string s)
7 for(entity t = NULL; (t = find(t, targetname, s)); )
13 * kill killtarget of trigger keylock.
15 void trigger_keylock_kill(string s)
18 for(t = NULL; (t = find(t, targetname, s)); )
22 void trigger_keylock_touch(entity this, entity toucher)
24 bool key_used = false;
25 bool started_delay = false;
27 // only player may trigger the lock
28 if(!IS_PLAYER(toucher))
33 key_used = item_keys_usekey(this, toucher);
38 // at least one of the keys is missing
41 // one or more keys were given, but others are still missing!
42 play2(toucher, this.noise1);
43 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_DOOR_LOCKED_ALSONEED, item_keys_keylist(this.itemkeys));
44 toucher.key_door_messagetime = time + 2;
46 else if(toucher.key_door_messagetime <= time)
49 play2(toucher, this.noise2);
50 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_DOOR_LOCKED_NEED, item_keys_keylist(this.itemkeys));
51 toucher.key_door_messagetime = time + 2;
56 if(this.delay <= time || started_delay == true)
59 trigger_keylock_trigger(this, toucher, this.target2);
61 this.delay = time + this.wait;
67 // all keys were given!
68 play2(toucher, this.noise);
69 centerprint(toucher, this.message);
73 trigger_keylock_trigger(this, toucher, this.target);
76 trigger_keylock_kill(this.killtarget);
83 REGISTER_NET_LINKED(ENT_CLIENT_KEYLOCK)
86 bool trigger_keylock_send(entity this, entity to, int sf)
88 WriteHeader(MSG_ENTITY, ENT_CLIENT_KEYLOCK);
90 WriteInt24_t(MSG_ENTITY, this.itemkeys);
91 WriteByte(MSG_ENTITY, this.height);
93 trigger_common_write(this, true);
98 void trigger_keylock_link(entity this)
100 // uncomment to network keylocks
101 //Net_LinkEntity(this, false, 0, trigger_keylock_send);
104 /*QUAKED trigger_keylock (.0 .5 .8) ?
105 Keylock trigger. Must target other entities.
106 This trigger will trigger target entities when all required keys are provided.
107 -------- KEYS --------
108 itemkeys: A bit field with key IDs that are needed to open this lock.
109 sounds: 1 to play misc/secret.wav, 2 to play misc/talk.wav, 3 to play misc/trigger1.wav (3 is default)
110 target: trigger all entities with this targetname when triggered and all keys have been given to it, then remove this trigger
111 target2: trigger all entities with this targetname when triggered without giving it all the required keys.
112 killtarget: remove all entities with this targetname when triggered with all the needed keys.
113 message: print this message to the player who activated the trigger when all needed keys have been given.
114 message2: print this message to the player who activated the trigger when not all of the needed keys have been given.
115 noise: sound to play when lock gets unlocked (default: see sounds)
116 noise1: sound to play when only some of the needed key were used but not all (default: misc/decreasevalue.wav)
117 noise2: sound to play when a key is missing (default: misc/talk.wav)
118 wait: prevent triggering again for this amount of time (default: 5) - applies to target2, target3, target4.
119 ---------NOTES----------
120 If spawned without any key specified in itemkeys, this trigger will display an error and remove itself.
121 message2 and noise2 will be resent to the player every 2 seconds while he is in the trigger zone.
123 spawnfunc(trigger_keylock)
125 if(!this.itemkeys) { delete(this); return; }
127 // set unlocked message
128 if(this.message == "")
129 this.message = "Unlocked!";
131 // set default unlock noise
135 this.noise = "misc/secret.wav";
136 else if(this.sounds == 2)
137 this.noise = strzone(SND(TALK));
138 else //if (this.sounds == 3) {
139 this.noise = "misc/trigger1.wav";
142 // set default use key sound
143 if(this.noise1 == "")
144 this.noise1 = "misc/decreasevalue.wav";
147 if(this.noise2 == "")
148 this.noise2 = SND(TALK);
150 // delay between triggering message2 and trigger2
151 if(!this.wait) { this.wait = 5; }
154 precache_sound(this.noise);
155 precache_sound(this.noise1);
156 precache_sound(this.noise2);
160 settouch(this, trigger_keylock_touch);
162 trigger_keylock_link(this);
165 void keylock_remove(entity this)
167 if(this.target) { strunzone(this.target); }
168 this.target = string_null;
170 if(this.target2) { strunzone(this.target2); }
171 this.target2 = string_null;
173 if(this.target3) { strunzone(this.target3); }
174 this.target3 = string_null;
176 if(this.target4) { strunzone(this.target4); }
177 this.target4 = string_null;
179 if(this.killtarget) { strunzone(this.killtarget); }
180 this.killtarget = string_null;
182 if(this.targetname) { strunzone(this.targetname); }
183 this.targetname = string_null;
186 NET_HANDLE(ENT_CLIENT_KEYLOCK, bool isnew)
188 this.itemkeys = ReadInt24_t();
189 this.height = ReadByte();
191 trigger_common_read(this, true);
195 this.classname = "trigger_keylock";
196 this.entremove = keylock_remove;