5 #include <common/util.qh>
6 #include <server/defs.qh>
11 void secrets_setstatus(entity this)
13 this.stat_secrets_total = secrets_total;
14 this.stat_secrets_found = secrets_found;
18 * A secret has been found (maybe :P)
20 void trigger_secret_touch(entity this, entity toucher)
22 // only a player can trigger this
23 if (!IS_PLAYER(toucher))
26 // update secrets found counter
28 //print("Secret found: ", ftos(secret_counter.cnt), "/");
29 //print(ftos(secret_counter.count), "\n");
31 // centerprint message (multi_touch() doesn't always call centerprint())
32 centerprint(toucher, this.message);
35 // handle normal trigger features
36 multi_touch(this, toucher);
37 // we can't just delete(this) here, because this is a touch function
38 // called while C code is looping through area links...
42 /*QUAKED trigger_secret (.5 .5 .5) ?
43 Variable sized secret trigger. Can be targeted at one or more entities.
44 Basically, it's a trigger_once (with restrictions, see notes) that additionally updates the number of secrets found.
45 -------- KEYS --------
46 sounds: 1 to play misc/secret.wav, 2 to play misc/talk.wav, 3 to play misc/trigger1.wav (default: 1)
47 noise: path to sound file, if you want to play something else
48 target: trigger all entities with this targetname when triggered
49 message: print this message to the player who activated the trigger instead of the standard 'You found a secret!'
50 killtarget: remove all entities with this targetname when triggered
51 -------- NOTES --------
52 You should create a common/trigger textured brush covering the entrance to a secret room/area.
53 Trigger secret can only be trigger by a player's touch and can not be a target itself.
55 spawnfunc(trigger_secret)
57 // FIXME: should it be disabled in most modes?
59 // update secrets count
62 // add default message
63 if (this.message == "")
64 this.message = "You found a secret!";
69 this.sounds = 1; // misc/secret.wav
71 // this entity can't be a target itself!!!!
74 // you can't just shoot a room to find it, can you?
77 // a secret can not be delayed
80 // convert this trigger to trigger_once
81 //this.classname = "trigger_once";
82 spawnfunc_trigger_once(this);
84 // take over the touch() function, so we can mark secret as found
85 settouch(this, trigger_secret_touch);