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1 void SUB_DontUseTargets()
2 {
3 }
4
5
6 void() SUB_UseTargets;
7
8 void DelayThink()
9 {
10         activator = self.enemy;
11         SUB_UseTargets ();
12         remove(self);
13 };
14
15 /*
16 ==============================
17 SUB_UseTargets
18
19 the global "activator" should be set to the entity that initiated the firing.
20
21 If self.delay is set, a DelayedUse entity will be created that will actually
22 do the SUB_UseTargets after that many seconds have passed.
23
24 Centerprints any self.message to the activator.
25
26 Removes all entities with a targetname that match self.killtarget,
27 and removes them, so some events can remove other triggers.
28
29 Search for (string)targetname in all entities that
30 match (string)self.target and call their .use function
31
32 ==============================
33 */
34 void SUB_UseTargets()
35 {
36         local entity t, stemp, otemp, act;
37         string s;
38         float i;
39
40 //
41 // check for a delay
42 //
43         if (self.delay)
44         {
45         // create a temp object to fire at a later time
46                 t = spawn();
47                 t.classname = "DelayedUse";
48                 t.nextthink = time + self.delay;
49                 t.think = DelayThink;
50                 t.enemy = activator;
51                 t.message = self.message;
52                 t.killtarget = self.killtarget;
53                 t.target = self.target;
54                 return;
55         }
56
57
58 //
59 // print the message
60 //
61         if (activator.classname == "player" && self.message != "")
62         {
63                 if(clienttype(activator) == CLIENTTYPE_REAL)
64                 {
65                         centerprint (activator, self.message);
66                         if (!self.noise)
67                                 play2(activator, "misc/talk.wav");
68                 }
69         }
70
71 //
72 // kill the killtagets
73 //
74         s = self.killtarget;
75         if (s != "")
76         {
77                 for(t = world; (t = find(t, targetname, s)); )
78                         remove(t);
79         }
80
81 //
82 // fire targets
83 //
84         act = activator;
85         stemp = self;
86         otemp = other;
87
88         for(i = 0; i < 4; ++i)
89         {
90                 switch(i)
91                 {
92                         default:
93                         case 0: s = stemp.target; break;
94                         case 1: s = stemp.target2; break;
95                         case 2: s = stemp.target3; break;
96                         case 3: s = stemp.target4; break;
97                 }
98                 if (s != "")
99                 {
100                         for(t = world; (t = find(t, targetname, s)); )
101                         if(t.use)
102                         {
103                                 //print(stemp.classname, " ", stemp.targetname, " -> ", t.classname, " ", t.targetname, "\n");
104                                 self = t;
105                                 other = stemp;
106                                 activator = act;
107                                 self.use();
108                         }
109                 }
110         }
111
112         activator = act;
113         self = stemp;
114         other = otemp;
115 };
116
117
118 //=============================================================================
119
120 float   SPAWNFLAG_NOMESSAGE = 1;
121 float   SPAWNFLAG_NOTOUCH = 1;
122
123 // the wait time has passed, so set back up for another activation
124 void multi_wait()
125 {
126         if (self.max_health)
127         {
128                 self.health = self.max_health;
129                 self.takedamage = DAMAGE_YES;
130                 self.solid = SOLID_BBOX;
131         }
132 };
133
134
135 // the trigger was just touched/killed/used
136 // self.enemy should be set to the activator so it can be held through a delay
137 // so wait for the delay time before firing
138 void multi_trigger()
139 {
140         if (self.nextthink > time)
141         {
142                 return;         // allready been triggered
143         }
144
145         if (self.classname == "trigger_secret")
146         {
147                 if (self.enemy.classname != "player")
148                         return;
149                 found_secrets = found_secrets + 1;
150                 WriteByte (MSG_ALL, SVC_FOUNDSECRET);
151         }
152
153         if (self.noise)
154                 sound (self.enemy, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NORM);
155
156 // don't trigger again until reset
157         self.takedamage = DAMAGE_NO;
158
159         activator = self.enemy;
160         other = self.goalentity;
161         SUB_UseTargets();
162
163         if (self.wait > 0)
164         {
165                 self.think = multi_wait;
166                 self.nextthink = time + self.wait;
167         }
168         else if (self.wait == 0)
169         {
170                 multi_wait(); // waiting finished
171         }
172         else
173         {       // we can't just remove (self) here, because this is a touch function
174                 // called wheil C code is looping through area links...
175                 self.touch = SUB_Null;
176         }
177 };
178
179 void multi_use()
180 {
181         self.goalentity = other;
182         self.enemy = activator;
183         multi_trigger();
184 };
185
186 void multi_touch()
187 {
188         if not(self.spawnflags & 2)
189         {
190                 if not(other.iscreature)
191                         return;
192
193                 if(self.team)
194                 if(self.team == other.team)
195                         return;
196         }
197
198 // if the trigger has an angles field, check player's facing direction
199         if (self.movedir != '0 0 0')
200         {
201                 makevectors (other.angles);
202                 if (v_forward * self.movedir < 0)
203                         return;         // not facing the right way
204         }
205
206         EXACTTRIGGER_TOUCH;
207
208         self.enemy = other;
209         self.goalentity = other;
210         multi_trigger ();
211 };
212
213 void multi_eventdamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
214 {
215         if (!self.takedamage)
216                 return;
217         if(self.spawnflags & DOOR_NOSPLASH)
218                 if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
219                         return;
220         self.health = self.health - damage;
221         if (self.health <= 0)
222         {
223                 self.enemy = attacker;
224                 self.goalentity = inflictor;
225                 multi_trigger();
226         }
227 }
228
229 void multi_reset()
230 {
231         if ( !(self.spawnflags & SPAWNFLAG_NOTOUCH) )
232                 self.touch = multi_touch;
233         if (self.max_health)
234         {
235                 self.health = self.max_health;
236                 self.takedamage = DAMAGE_YES;
237                 self.solid = SOLID_BBOX;
238         }
239         self.think = SUB_Null;
240         self.team = self.team_saved;
241 }
242
243 /*QUAKED spawnfunc_trigger_multiple (.5 .5 .5) ? notouch
244 Variable sized repeatable trigger.  Must be targeted at one or more entities.  If "health" is set, the trigger must be killed to activate each time.
245 If "delay" is set, the trigger waits some time after activating before firing.
246 "wait" : Seconds between triggerings. (.2 default)
247 If notouch is set, the trigger is only fired by other entities, not by touching.
248 NOTOUCH has been obsoleted by spawnfunc_trigger_relay!
249 sounds
250 1)      secret
251 2)      beep beep
252 3)      large switch
253 4)
254 set "message" to text string
255 */
256 void spawnfunc_trigger_multiple()
257 {
258         self.reset = multi_reset;
259         if (self.sounds == 1)
260         {
261                 precache_sound ("misc/secret.wav");
262                 self.noise = "misc/secret.wav";
263         }
264         else if (self.sounds == 2)
265         {
266                 precache_sound ("misc/talk.wav");
267                 self.noise = "misc/talk.wav";
268         }
269         else if (self.sounds == 3)
270         {
271                 precache_sound ("misc/trigger1.wav");
272                 self.noise = "misc/trigger1.wav";
273         }
274
275         if (!self.wait)
276                 self.wait = 0.2;
277         else if(self.wait < -1)
278                 self.wait = 0;
279         self.use = multi_use;
280
281         EXACTTRIGGER_INIT;
282
283         self.team_saved = self.team;
284
285         if (self.health)
286         {
287                 if (self.spawnflags & SPAWNFLAG_NOTOUCH)
288                         objerror ("health and notouch don't make sense\n");
289                 self.max_health = self.health;
290                 self.event_damage = multi_eventdamage;
291                 self.takedamage = DAMAGE_YES;
292                 self.solid = SOLID_BBOX;
293                 setorigin (self, self.origin);  // make sure it links into the world
294         }
295         else
296         {
297                 if ( !(self.spawnflags & SPAWNFLAG_NOTOUCH) )
298                 {
299                         self.touch = multi_touch;
300                         setorigin (self, self.origin);  // make sure it links into the world
301                 }
302         }
303 };
304
305
306 /*QUAKED spawnfunc_trigger_once (.5 .5 .5) ? notouch
307 Variable sized trigger. Triggers once, then removes itself.  You must set the key "target" to the name of another object in the level that has a matching
308 "targetname".  If "health" is set, the trigger must be killed to activate.
309 If notouch is set, the trigger is only fired by other entities, not by touching.
310 if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired.
311 if "angle" is set, the trigger will only fire when someone is facing the direction of the angle.  Use "360" for an angle of 0.
312 sounds
313 1)      secret
314 2)      beep beep
315 3)      large switch
316 4)
317 set "message" to text string
318 */
319 void spawnfunc_trigger_once()
320 {
321         self.wait = -1;
322         spawnfunc_trigger_multiple();
323 };
324
325 //=============================================================================
326
327 /*QUAKED spawnfunc_trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
328 This fixed size trigger cannot be touched, it can only be fired by other events.  It can contain killtargets, targets, delays, and messages.
329 */
330 void spawnfunc_trigger_relay()
331 {
332         self.use = SUB_UseTargets;
333         self.reset = spawnfunc_trigger_relay; // this spawnfunc resets fully
334 };
335
336 void delay_use()
337 {
338     self.think = SUB_UseTargets;
339     self.nextthink = self.wait;
340 }
341
342 void delay_reset()
343 {
344         self.think = SUB_Null;
345 }
346
347 void spawnfunc_trigger_delay()
348 {
349     if(!self.wait)
350         self.wait = 1;
351
352     self.use = delay_use;
353     self.reset = delay_reset;
354 }
355
356 //=============================================================================
357
358
359 void counter_use()
360 {
361         self.count = self.count - 1;
362         if (self.count < 0)
363                 return;
364
365         if (self.count != 0)
366         {
367                 if (activator.classname == "player"
368                 && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
369                 {
370                         if (self.count >= 4)
371                                 centerprint (activator, "There are more to go...");
372                         else if (self.count == 3)
373                                 centerprint (activator, "Only 3 more to go...");
374                         else if (self.count == 2)
375                                 centerprint (activator, "Only 2 more to go...");
376                         else
377                                 centerprint (activator, "Only 1 more to go...");
378                 }
379                 return;
380         }
381
382         if (activator.classname == "player"
383         && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
384                 centerprint(activator, "Sequence completed!");
385         self.enemy = activator;
386         multi_trigger ();
387 };
388
389 void counter_reset()
390 {
391         self.count = self.cnt;
392         multi_reset();
393 }
394
395 /*QUAKED spawnfunc_trigger_counter (.5 .5 .5) ? nomessage
396 Acts as an intermediary for an action that takes multiple inputs.
397
398 If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished.
399
400 After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
401 */
402 void spawnfunc_trigger_counter()
403 {
404         self.wait = -1;
405         if (!self.count)
406                 self.count = 2;
407         self.cnt = self.count;
408
409         self.use = counter_use;
410         self.reset = counter_reset;
411 };
412
413 .float triggerhurttime;
414 void trigger_hurt_touch()
415 {
416         if (self.active != ACTIVE_ACTIVE) 
417                 return;
418
419         // only do the EXACTTRIGGER_TOUCH checks when really needed (saves some cpu)
420         if (other.iscreature)
421         {
422                 if (other.takedamage)
423                 if (other.triggerhurttime < time)
424                 {
425                         EXACTTRIGGER_TOUCH;
426                         other.triggerhurttime = time + 1;
427                         Damage (other, self, self, self.dmg, DEATH_HURTTRIGGER, other.origin, '0 0 0');
428                 }
429         }
430         else
431         {
432                 if (!other.owner)
433                 {
434                         if (other.items & IT_KEY1 || other.items & IT_KEY2)     // reset flag
435                         {
436                                 EXACTTRIGGER_TOUCH;
437                                 other.pain_finished = min(other.pain_finished, time + 2);
438                         }
439                         else if (other.classname == "rune")                     // reset runes
440                         {
441                                 EXACTTRIGGER_TOUCH;
442                                 other.nextthink = min(other.nextthink, time + 1);
443                         }
444                 }
445         }
446
447         return;
448 };
449
450 /*QUAKED spawnfunc_trigger_hurt (.5 .5 .5) ?
451 Any object touching this will be hurt
452 set dmg to damage amount
453 defalt dmg = 5
454 */
455 .entity trigger_hurt_next;
456 entity trigger_hurt_last;
457 entity trigger_hurt_first;
458 void spawnfunc_trigger_hurt()
459 {
460         EXACTTRIGGER_INIT;
461         self.active = ACTIVE_ACTIVE;
462         self.touch = trigger_hurt_touch;
463         if (!self.dmg)
464                 self.dmg = 1000;
465         if (!self.message)
466                 self.message = "was in the wrong place";
467         if (!self.message2)
468                 self.message2 = "was thrown into a world of hurt by";
469         // self.message = "someone like %s always gets wrongplaced";
470
471         if(!trigger_hurt_first)
472                 trigger_hurt_first = self;
473         if(trigger_hurt_last)
474                 trigger_hurt_last.trigger_hurt_next = self;
475         trigger_hurt_last = self;
476 };
477
478 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end)
479 {
480         entity th;
481
482         for(th = trigger_hurt_first; th; th = th.trigger_hurt_next)
483                 if(tracebox_hits_box(start, mi, ma, end, th.absmin, th.absmax))
484                         return TRUE;
485
486         return FALSE;
487 }
488
489 //////////////////////////////////////////////////////////////
490 //
491 //
492 //
493 //Trigger heal --a04191b92fbd93aa67214ef7e72d6d2e
494 //
495 //////////////////////////////////////////////////////////////
496
497 .float triggerhealtime;
498 void trigger_heal_touch()
499 {
500         if (self.active != ACTIVE_ACTIVE) 
501                 return;
502         
503         // only do the EXACTTRIGGER_TOUCH checks when really needed (saves some cpu)
504         if (other.iscreature)
505         {
506                 if (other.takedamage)
507                 if (other.triggerhealtime < time)
508                 {
509                         EXACTTRIGGER_TOUCH;
510                         other.triggerhealtime = time + 1;
511                         
512                         if (other.health < self.max_health)
513                         {
514                                 other.health = min(other.health + self.health, self.max_health);
515                                 other.pauserothealth_finished = max(other.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
516                                 sound (other, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NORM);
517                         }
518                 }
519         }
520 };
521
522 void spawnfunc_trigger_heal()
523 {
524         self.active = ACTIVE_ACTIVE;
525         
526         EXACTTRIGGER_INIT;
527         self.touch = trigger_heal_touch;
528         if (!self.health)
529                 self.health = 10;
530         if (!self.max_health)
531                 self.max_health = 200; //Max health topoff for field
532         if(self.noise == "")
533                 self.noise = "misc/mediumhealth.wav";
534         precache_sound(self.noise);
535 };
536
537
538 //////////////////////////////////////////////////////////////
539 //
540 //
541 //
542 //End trigger_heal
543 //
544 //////////////////////////////////////////////////////////////
545
546 .entity trigger_gravity_check;
547 void trigger_gravity_remove(entity own)
548 {
549         if(own.trigger_gravity_check.owner == own)
550         {
551                 UpdateCSQCProjectile(own);
552                 own.gravity = own.trigger_gravity_check.gravity;
553                 remove(own.trigger_gravity_check);
554         }
555         else
556                 backtrace("Removing a trigger_gravity_check with no valid owner");
557         own.trigger_gravity_check = world;
558 }
559 void trigger_gravity_check_think()
560 {
561         // This spawns when a player enters the gravity zone and checks if he left.
562         // Each frame, self.count is set to 2 by trigger_gravity_touch() and decreased by 1 here.
563         // It the player has left the gravity trigger, this will be allowed to reach 0 and indicate that.
564         if(self.count <= 0)
565         {
566                 if(self.owner.trigger_gravity_check == self)
567                         trigger_gravity_remove(self.owner);
568                 else
569                         remove(self);
570                 return;
571         }
572         else
573         {
574                 self.count -= 1;
575                 self.nextthink = time;
576         }
577 };
578
579 void trigger_gravity_use()
580 {
581         self.state = !self.state;
582 };
583
584 void trigger_gravity_touch()
585 {
586         float g;
587
588         if(self.state != TRUE)
589                 return;
590
591         EXACTTRIGGER_TOUCH;
592
593         g = self.gravity;
594
595         if not(self.spawnflags & 1)
596         {
597                 if(other.trigger_gravity_check)
598                 {
599                         if(self == other.trigger_gravity_check.enemy)
600                         {
601                                 // same?
602                                 other.trigger_gravity_check.count = 2; // gravity one more frame...
603                                 return;
604                         }
605
606                         // compare prio
607                         if(self.cnt > other.trigger_gravity_check.enemy.cnt)
608                                 trigger_gravity_remove(other);
609                         else
610                                 return;
611                 }
612                 other.trigger_gravity_check = spawn();
613                 other.trigger_gravity_check.enemy = self;
614                 other.trigger_gravity_check.owner = other;
615                 other.trigger_gravity_check.gravity = other.gravity;
616                 other.trigger_gravity_check.think = trigger_gravity_check_think;
617                 other.trigger_gravity_check.nextthink = time;
618                 other.trigger_gravity_check.count = 2;
619                 if(other.gravity)
620                         g *= other.gravity;
621         }
622
623         if (other.gravity != g)
624         {
625                 other.gravity = g;
626                 if(self.noise != "")
627                         sound (other, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NORM);
628                 UpdateCSQCProjectile(self.owner);
629         }
630 };
631
632 void spawnfunc_trigger_gravity()
633 {
634         if(self.gravity == 1)
635                 return;
636
637         EXACTTRIGGER_INIT;
638         self.touch = trigger_gravity_touch;
639         if(self.noise != "")
640                 precache_sound(self.noise);
641
642         self.state = TRUE;
643         IFTARGETED
644         {
645                 self.use = trigger_gravity_use;
646                 if(self.spawnflags & 2)
647                         self.state = FALSE;
648         }
649 };
650
651 //=============================================================================
652
653 // TODO add a way to do looped sounds with sound(); then complete this entity
654 .float volume, atten;
655 void target_speaker_use() {sound(self, CHAN_TRIGGER, self.noise, VOL_BASE * self.volume, self.atten);}
656
657 void spawnfunc_target_speaker()
658 {
659         if(self.noise)
660                 precache_sound (self.noise);
661         IFTARGETED
662         {
663                 if(!self.atten)
664                         self.atten = ATTN_NORM;
665                 else if(self.atten < 0)
666                         self.atten = 0;
667                 if(!self.volume)
668                         self.volume = 1;
669                 self.use = target_speaker_use;
670         }
671         else
672         {
673                 if(!self.atten)
674                         self.atten = ATTN_STATIC;
675                 else if(self.atten < 0)
676                         self.atten = 0;
677                 if(!self.volume)
678                         self.volume = 1;
679                 ambientsound (self.origin, self.noise, VOL_BASE * self.volume, self.atten);
680         }
681 };
682
683
684 void spawnfunc_func_stardust() {
685         self.effects = EF_STARDUST;
686 }
687
688 .string bgmscript;
689 .float bgmscriptattack;
690 .float bgmscriptdecay;
691 .float bgmscriptsustain;
692 .float bgmscriptrelease;
693 float pointparticles_SendEntity(entity to, float fl)
694 {
695         WriteByte(MSG_ENTITY, ENT_CLIENT_POINTPARTICLES);
696
697         // optional features to save space
698         fl = fl & 0x0F;
699         if(self.spawnflags & 2)
700                 fl |= 0x10; // absolute count on toggle-on
701         if(self.movedir != '0 0 0' || self.velocity != '0 0 0')
702                 fl |= 0x20; // 4 bytes - saves CPU
703         if(self.waterlevel || self.count != 1)
704                 fl |= 0x40; // 4 bytes - obscure features almost never used
705         if(self.mins != '0 0 0' || self.maxs != '0 0 0')
706                 fl |= 0x80; // 14 bytes - saves lots of space
707
708         WriteByte(MSG_ENTITY, fl);
709         if(fl & 2)
710         {
711                 if(self.state)
712                         WriteCoord(MSG_ENTITY, self.impulse);
713                 else
714                         WriteCoord(MSG_ENTITY, 0); // off
715         }
716         if(fl & 4)
717         {
718                 WriteCoord(MSG_ENTITY, self.origin_x);
719                 WriteCoord(MSG_ENTITY, self.origin_y);
720                 WriteCoord(MSG_ENTITY, self.origin_z);
721         }
722         if(fl & 1)
723         {
724                 if(self.model != "null")
725                 {
726                         WriteShort(MSG_ENTITY, self.modelindex);
727                         if(fl & 0x80)
728                         {
729                                 WriteCoord(MSG_ENTITY, self.mins_x);
730                                 WriteCoord(MSG_ENTITY, self.mins_y);
731                                 WriteCoord(MSG_ENTITY, self.mins_z);
732                                 WriteCoord(MSG_ENTITY, self.maxs_x);
733                                 WriteCoord(MSG_ENTITY, self.maxs_y);
734                                 WriteCoord(MSG_ENTITY, self.maxs_z);
735                         }
736                 }
737                 else
738                 {
739                         WriteShort(MSG_ENTITY, 0);
740                         if(fl & 0x80)
741                         {
742                                 WriteCoord(MSG_ENTITY, self.maxs_x);
743                                 WriteCoord(MSG_ENTITY, self.maxs_y);
744                                 WriteCoord(MSG_ENTITY, self.maxs_z);
745                         }
746                 }
747                 WriteShort(MSG_ENTITY, self.cnt);
748                 if(fl & 0x20)
749                 {
750                         WriteShort(MSG_ENTITY, compressShortVector(self.velocity));
751                         WriteShort(MSG_ENTITY, compressShortVector(self.movedir));
752                 }
753                 if(fl & 0x40)
754                 {
755                         WriteShort(MSG_ENTITY, self.waterlevel * 16.0);
756                         WriteByte(MSG_ENTITY, self.count * 16.0);
757                 }
758                 WriteString(MSG_ENTITY, self.noise);
759                 if(self.noise != "")
760                 {
761                         WriteByte(MSG_ENTITY, floor(self.atten * 64));
762                         WriteByte(MSG_ENTITY, floor(self.volume * 255));
763                 }
764                 WriteString(MSG_ENTITY, self.bgmscript);
765                 if(self.bgmscript != "")
766                 {
767                         WriteByte(MSG_ENTITY, floor(self.bgmscriptattack * 64));
768                         WriteByte(MSG_ENTITY, floor(self.bgmscriptdecay * 64));
769                         WriteByte(MSG_ENTITY, floor(self.bgmscriptsustain * 255));
770                         WriteByte(MSG_ENTITY, floor(self.bgmscriptrelease * 64));
771                 }
772         }
773         return 1;
774 }
775
776 void pointparticles_use()
777 {
778         self.state = !self.state;
779         self.SendFlags |= 2;
780 }
781
782 void pointparticles_think()
783 {
784         if(self.origin != self.oldorigin)
785         {
786                 self.SendFlags |= 4;
787                 self.oldorigin = self.origin;
788         }
789         self.nextthink = time;
790 }
791
792 void pointparticles_reset()
793 {
794         if(self.spawnflags & 1)
795                 self.state = 1;
796         else
797                 self.state = 0;
798 }
799
800 void spawnfunc_func_pointparticles()
801 {
802         if(self.model != "")
803                 setmodel(self, self.model);
804         if(self.noise != "")
805                 precache_sound (self.noise);
806         
807         if(!self.bgmscriptsustain)
808                 self.bgmscriptsustain = 1;
809         else if(self.bgmscriptsustain < 0)
810                 self.bgmscriptsustain = 0;
811
812         if(!self.atten)
813                 self.atten = ATTN_NORM;
814         else if(self.atten < 0)
815                 self.atten = 0;
816         if(!self.volume)
817                 self.volume = 1;
818         if(!self.count)
819                 self.count = 1;
820         if(!self.impulse)
821                 self.impulse = 1;
822
823         if(!self.modelindex)
824         {
825                 setorigin(self, self.origin + self.mins);
826                 setsize(self, '0 0 0', self.maxs - self.mins);
827         }
828         if(!self.cnt)
829                 self.cnt = particleeffectnum(self.mdl);
830
831         Net_LinkEntity(self, (self.spawnflags & 4), 0, pointparticles_SendEntity);
832
833         IFTARGETED
834         {
835                 self.use = pointparticles_use;
836                 self.reset = pointparticles_reset;
837                 self.reset();
838         }
839         else
840                 self.state = 1;
841         self.think = pointparticles_think;
842         self.nextthink = time;
843 }
844
845 void spawnfunc_func_sparks()
846 {
847         // self.cnt is the amount of sparks that one burst will spawn
848         if(self.cnt < 1) {
849                 self.cnt = 25.0; // nice default value
850         }
851
852         // self.wait is the probability that a sparkthink will spawn a spark shower
853         // range: 0 - 1, but 0 makes little sense, so...
854         if(self.wait < 0.05) {
855                 self.wait = 0.25; // nice default value
856         }
857
858         self.count = self.cnt;
859         self.mins = '0 0 0';
860         self.maxs = '0 0 0';
861         self.velocity = '0 0 -1';
862         self.mdl = "TE_SPARK";
863         self.impulse = 10 * self.wait; // by default 2.5/sec
864         self.wait = 0;
865         self.cnt = 0; // use mdl
866
867         spawnfunc_func_pointparticles();
868 }
869
870 float rainsnow_SendEntity(entity to, float sf)
871 {
872         WriteByte(MSG_ENTITY, ENT_CLIENT_RAINSNOW);
873         WriteByte(MSG_ENTITY, self.state);
874         WriteCoord(MSG_ENTITY, self.origin_x + self.mins_x);
875         WriteCoord(MSG_ENTITY, self.origin_y + self.mins_y);
876         WriteCoord(MSG_ENTITY, self.origin_z + self.mins_z);
877         WriteCoord(MSG_ENTITY, self.maxs_x - self.mins_x);
878         WriteCoord(MSG_ENTITY, self.maxs_y - self.mins_y);
879         WriteCoord(MSG_ENTITY, self.maxs_z - self.mins_z);
880         WriteShort(MSG_ENTITY, compressShortVector(self.dest));
881         WriteShort(MSG_ENTITY, self.count);
882         WriteByte(MSG_ENTITY, self.cnt);
883         return 1;
884 };
885
886 /*QUAKED spawnfunc_func_rain (0 .5 .8) ?
887 This is an invisible area like a trigger, which rain falls inside of.
888
889 Keys:
890 "velocity"
891  falling direction (should be something like '0 0 -700', use the X and Y velocity for wind)
892 "cnt"
893  sets color of rain (default 12 - white)
894 "count"
895  adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
896 */
897 void spawnfunc_func_rain()
898 {
899         self.dest = self.velocity;
900         self.velocity = '0 0 0';
901         if (!self.dest)
902                 self.dest = '0 0 -700';
903         self.angles = '0 0 0';
904         self.movetype = MOVETYPE_NONE;
905         self.solid = SOLID_NOT;
906         SetBrushEntityModel();
907         if (!self.cnt)
908                 self.cnt = 12;
909         if (!self.count)
910                 self.count = 2000;
911         self.count = 0.01 * self.count * (self.size_x / 1024) * (self.size_y / 1024);
912         if (self.count < 1)
913                 self.count = 1;
914         if(self.count > 65535)
915                 self.count = 65535;
916
917         self.state = 1; // 1 is rain, 0 is snow
918         self.Version = 1;
919
920         Net_LinkEntity(self, FALSE, 0, rainsnow_SendEntity);
921 };
922
923
924 /*QUAKED spawnfunc_func_snow (0 .5 .8) ?
925 This is an invisible area like a trigger, which snow falls inside of.
926
927 Keys:
928 "velocity"
929  falling direction (should be something like '0 0 -300', use the X and Y velocity for wind)
930 "cnt"
931  sets color of rain (default 12 - white)
932 "count"
933  adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
934 */
935 void spawnfunc_func_snow()
936 {
937         self.dest = self.velocity;
938         self.velocity = '0 0 0';
939         if (!self.dest)
940                 self.dest = '0 0 -300';
941         self.angles = '0 0 0';
942         self.movetype = MOVETYPE_NONE;
943         self.solid = SOLID_NOT;
944         SetBrushEntityModel();
945         if (!self.cnt)
946                 self.cnt = 12;
947         if (!self.count)
948                 self.count = 2000;
949         self.count = 0.01 * self.count * (self.size_x / 1024) * (self.size_y / 1024);
950         if (self.count < 1)
951                 self.count = 1;
952         if(self.count > 65535)
953                 self.count = 65535;
954
955         self.state = 0; // 1 is rain, 0 is snow
956         self.Version = 1;
957
958         Net_LinkEntity(self, FALSE, 0, rainsnow_SendEntity);
959 };
960
961
962 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, float deathtype);
963
964 .float modelscale;
965 void misc_laser_aim()
966 {
967         vector a;
968         if(self.enemy)
969         {
970                 if(self.spawnflags & 2)
971                 {
972                         if(self.enemy.origin != self.mangle)
973                         {
974                                 self.mangle = self.enemy.origin;
975                                 self.SendFlags |= 2;
976                         }
977                 }
978                 else
979                 {
980                         a = vectoangles(self.enemy.origin - self.origin);
981                         a_x = -a_x;
982                         if(a != self.mangle)
983                         {
984                                 self.mangle = a;
985                                 self.SendFlags |= 2;
986                         }
987                 }
988         }
989         else
990         {
991                 if(self.angles != self.mangle)
992                 {
993                         self.mangle = self.angles;
994                         self.SendFlags |= 2;
995                 }
996         }
997         if(self.origin != self.oldorigin)
998         {
999                 self.SendFlags |= 1;
1000                 self.oldorigin = self.origin;
1001         }
1002 }
1003
1004 void misc_laser_init()
1005 {
1006         if(self.target != "")
1007                 self.enemy = find(world, targetname, self.target);
1008 }
1009
1010 .entity pusher;
1011 void misc_laser_think()
1012 {
1013         vector o;
1014         entity oldself;
1015
1016         self.nextthink = time;
1017
1018         if(!self.state)
1019                 return;
1020
1021         misc_laser_aim();
1022
1023         if(self.enemy)
1024         {
1025                 o = self.enemy.origin;
1026                 if not(self.spawnflags & 2)
1027                         o = self.origin + normalize(o - self.origin) * 32768;
1028         }
1029         else
1030         {
1031                 makevectors(self.mangle);
1032                 o = self.origin + v_forward * 32768;
1033         }
1034
1035         if(self.dmg)
1036         {
1037                 if(self.dmg < 0)
1038                         FireRailgunBullet(self.origin, o, 100000, 0, 0, 0, 0, 0, DEATH_HURTTRIGGER);
1039                 else
1040                         FireRailgunBullet(self.origin, o, self.dmg * frametime, 0, 0, 0, 0, 0, DEATH_HURTTRIGGER);
1041         }
1042
1043         if(self.enemy.target != "") // DETECTOR laser
1044         {
1045                 traceline(self.origin, o, MOVE_NORMAL, self);
1046                 if(trace_ent.iscreature)
1047                 {
1048                         self.pusher = trace_ent;
1049                         if(!self.count)
1050                         {
1051                                 self.count = 1;
1052
1053                                 oldself = self;
1054                                 self = self.enemy;
1055                                 activator = self.pusher;
1056                                 SUB_UseTargets();
1057                                 self = oldself;
1058                         }
1059                 }
1060                 else
1061                 {
1062                         if(self.count)
1063                         {
1064                                 self.count = 0;
1065
1066                                 oldself = self;
1067                                 self = self.enemy;
1068                                 activator = self.pusher;
1069                                 SUB_UseTargets();
1070                                 self = oldself;
1071                         }
1072                 }
1073         }
1074 }
1075
1076 float laser_SendEntity(entity to, float fl)
1077 {
1078         WriteByte(MSG_ENTITY, ENT_CLIENT_LASER);
1079         fl = fl - (fl & 0xE0); // use that bit to indicate finite length laser
1080         if(self.spawnflags & 2)
1081                 fl |= 0x80;
1082         if(self.alpha)
1083                 fl |= 0x40;
1084         if(self.scale != 1 || self.modelscale != 1)
1085                 fl |= 0x20;
1086         WriteByte(MSG_ENTITY, fl);
1087         if(fl & 1)
1088         {
1089                 WriteCoord(MSG_ENTITY, self.origin_x);
1090                 WriteCoord(MSG_ENTITY, self.origin_y);
1091                 WriteCoord(MSG_ENTITY, self.origin_z);
1092         }
1093         if(fl & 8)
1094         {
1095                 WriteByte(MSG_ENTITY, self.colormod_x * 255.0);
1096                 WriteByte(MSG_ENTITY, self.colormod_y * 255.0);
1097                 WriteByte(MSG_ENTITY, self.colormod_z * 255.0);
1098                 if(fl & 0x40)
1099                         WriteByte(MSG_ENTITY, self.alpha * 255.0);
1100                 if(fl & 0x20)
1101                 {
1102                         WriteByte(MSG_ENTITY, bound(0, self.scale * 16.0, 255));
1103                         WriteByte(MSG_ENTITY, bound(0, self.modelscale * 16.0, 255));
1104                 }
1105                 WriteShort(MSG_ENTITY, self.cnt + 1);
1106         }
1107         if(fl & 2)
1108         {
1109                 if(fl & 0x80)
1110                 {
1111                         WriteCoord(MSG_ENTITY, self.enemy.origin_x);
1112                         WriteCoord(MSG_ENTITY, self.enemy.origin_y);
1113                         WriteCoord(MSG_ENTITY, self.enemy.origin_z);
1114                 }
1115                 else
1116                 {
1117                         WriteAngle(MSG_ENTITY, self.mangle_x);
1118                         WriteAngle(MSG_ENTITY, self.mangle_y);
1119                 }
1120         }
1121         if(fl & 4)
1122                 WriteByte(MSG_ENTITY, self.state);
1123         return 1;
1124 }
1125
1126 /*QUAKED spawnfunc_misc_laser (.5 .5 .5) ? START_ON DEST_IS_FIXED
1127 Any object touching the beam will be hurt
1128 Keys:
1129 "target"
1130  spawnfunc_target_position where the laser ends
1131 "mdl"
1132  name of beam end effect to use
1133 "colormod"
1134  color of the beam (default: red)
1135 "dmg"
1136  damage per second (-1 for a laser that kills immediately)
1137 */
1138 void laser_use()
1139 {
1140         self.state = !self.state;
1141         self.SendFlags |= 4;
1142         misc_laser_aim();
1143 }
1144
1145 void laser_reset()
1146 {
1147         if(self.spawnflags & 1)
1148                 self.state = 1;
1149         else
1150                 self.state = 0;
1151 }
1152
1153 void spawnfunc_misc_laser()
1154 {
1155         if(self.mdl)
1156         {
1157                 if(self.mdl == "none")
1158                         self.cnt = -1;
1159                 else
1160                 {
1161                         self.cnt = particleeffectnum(self.mdl);
1162                         if(self.cnt < 0)
1163                                 if(self.dmg)
1164                                         self.cnt = particleeffectnum("laser_deadly");
1165                 }
1166         }
1167         else if(!self.cnt)
1168         {
1169                 if(self.dmg)
1170                         self.cnt = particleeffectnum("laser_deadly");
1171                 else
1172                         self.cnt = -1;
1173         }
1174         if(self.cnt < 0)
1175                 self.cnt = -1;
1176
1177         if(self.colormod == '0 0 0')
1178                 if(!self.alpha)
1179                         self.colormod = '1 0 0';
1180         if(!self.message)
1181                 self.message = "saw the light";
1182         if (!self.message2)
1183                 self.message2 = "was pushed into a laser by";
1184         if(!self.scale)
1185                 self.scale = 1;
1186         if(!self.modelscale)
1187                 self.modelscale = 1;
1188         self.think = misc_laser_think;
1189         self.nextthink = time;
1190         InitializeEntity(self, misc_laser_init, INITPRIO_FINDTARGET);
1191
1192         self.mangle = self.angles;
1193
1194         Net_LinkEntity(self, FALSE, 0, laser_SendEntity);
1195
1196         IFTARGETED
1197         {
1198                 self.reset = laser_reset;
1199                 laser_reset();
1200                 self.use = laser_use;
1201         }
1202         else
1203                 self.state = 1;
1204 }
1205
1206 // tZorks trigger impulse / gravity
1207 .float radius;
1208 .float falloff;
1209 .float strength;
1210 .float lastpushtime;
1211
1212 // targeted (directional) mode
1213 void trigger_impulse_touch1()
1214 {
1215         entity targ;
1216     float pushdeltatime;
1217     float str;
1218
1219         if (self.active != ACTIVE_ACTIVE) 
1220                 return;
1221
1222         // FIXME: Better checking for what to push and not.
1223         if not(other.iscreature)
1224         if (other.classname != "corpse")
1225         if (other.classname != "body")
1226         if (other.classname != "gib")
1227         if (other.classname != "missile")
1228         if (other.classname != "rocket")
1229         if (other.classname != "casing")
1230         if (other.classname != "grenade")
1231         if (other.classname != "plasma")
1232         if (other.classname != "plasma_prim")
1233         if (other.classname != "plasma_chain")
1234         if (other.classname != "droppedweapon")
1235         if (other.classname != "nexball_basketball")
1236         if (other.classname != "nexball_football")
1237                 return;
1238
1239         if (other.deadflag && other.iscreature)
1240                 return;
1241
1242         EXACTTRIGGER_TOUCH;
1243
1244     targ = find(world, targetname, self.target);
1245     if(!targ)
1246     {
1247         objerror("trigger_force without a (valid) .target!\n");
1248         remove(self);
1249         return;
1250     }
1251
1252     if(self.falloff == 1)
1253         str = (str / self.radius) * self.strength;
1254     else if(self.falloff == 2)
1255         str = (1 - (str / self.radius)) * self.strength;
1256     else
1257         str = self.strength;
1258
1259     pushdeltatime = time - other.lastpushtime;
1260     if (pushdeltatime > 0.15) pushdeltatime = 0;
1261     other.lastpushtime = time;
1262     if(!pushdeltatime) return;
1263
1264     other.velocity = other.velocity + normalize(targ.origin - self.origin) * str * pushdeltatime;
1265     other.flags &~= FL_ONGROUND;
1266     UpdateCSQCProjectile(other);
1267 }
1268
1269 // Directionless (accelerator/decelerator) mode
1270 void trigger_impulse_touch2()
1271 {
1272     float pushdeltatime;
1273
1274         if (self.active != ACTIVE_ACTIVE) 
1275                 return;
1276
1277         // FIXME: Better checking for what to push and not.
1278         if not(other.iscreature)
1279         if (other.classname != "corpse")
1280         if (other.classname != "body")
1281         if (other.classname != "gib")
1282         if (other.classname != "missile")
1283         if (other.classname != "rocket")
1284         if (other.classname != "casing")
1285         if (other.classname != "grenade")
1286         if (other.classname != "plasma")
1287         if (other.classname != "plasma_prim")
1288         if (other.classname != "plasma_chain")
1289         if (other.classname != "droppedweapon")
1290         if (other.classname != "nexball_basketball")
1291         if (other.classname != "nexball_football")
1292                 return;
1293
1294         if (other.deadflag && other.iscreature)
1295                 return;
1296
1297         EXACTTRIGGER_TOUCH;
1298
1299     pushdeltatime = time - other.lastpushtime;
1300     if (pushdeltatime > 0.15) pushdeltatime = 0;
1301     other.lastpushtime = time;
1302     if(!pushdeltatime) return;
1303
1304     // div0: ticrate independent, 1 = identity (not 20)
1305     other.velocity = other.velocity * pow(self.strength, pushdeltatime);
1306     UpdateCSQCProjectile(other);
1307 }
1308
1309 // Spherical (gravity/repulsor) mode
1310 void trigger_impulse_touch3()
1311 {
1312     float pushdeltatime;
1313     float str;
1314
1315         if (self.active != ACTIVE_ACTIVE) 
1316                 return;
1317
1318         // FIXME: Better checking for what to push and not.
1319         if not(other.iscreature)
1320         if (other.classname != "corpse")
1321         if (other.classname != "body")
1322         if (other.classname != "gib")
1323         if (other.classname != "missile")
1324         if (other.classname != "rocket")
1325         if (other.classname != "casing")
1326         if (other.classname != "grenade")
1327         if (other.classname != "plasma")
1328         if (other.classname != "plasma_prim")
1329         if (other.classname != "plasma_chain")
1330         if (other.classname != "droppedweapon")
1331         if (other.classname != "nexball_basketball")
1332         if (other.classname != "nexball_football")
1333                 return;
1334
1335         if (other.deadflag && other.iscreature)
1336                 return;
1337
1338         EXACTTRIGGER_TOUCH;
1339
1340     pushdeltatime = time - other.lastpushtime;
1341     if (pushdeltatime > 0.15) pushdeltatime = 0;
1342     other.lastpushtime = time;
1343     if(!pushdeltatime) return;
1344
1345     setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
1346
1347         str = min(self.radius, vlen(self.origin - other.origin));
1348
1349     if(self.falloff == 1)
1350         str = (1 - str / self.radius) * self.strength; // 1 in the inside
1351     else if(self.falloff == 2)
1352         str = (str / self.radius) * self.strength; // 0 in the inside
1353     else
1354         str = self.strength;
1355
1356     other.velocity = other.velocity + normalize(other.origin - self.origin) * str * pushdeltatime;
1357     UpdateCSQCProjectile(other);
1358 }
1359
1360 /*QUAKED spawnfunc_trigger_impulse (.5 .5 .5) ?
1361 -------- KEYS --------
1362 target : If this is set, this points to the spawnfunc_target_position to which the player will get pushed.
1363          If not, this trigger acts like a damper/accelerator field.
1364
1365 strength : This is how mutch force to add in the direction of .target each second
1366            when .target is set. If not, this is hoe mutch to slow down/accelerate
1367            someting cought inside this trigger. (1=no change, 0,5 half speed rougthly each tic, 2 = doubble)
1368
1369 radius   : If set, act as a spherical device rather then a liniar one.
1370
1371 falloff : 0 = none, 1 = liniar, 2 = inverted liniar
1372
1373 -------- NOTES --------
1374 Use a brush textured with common/origin in the trigger entity to determine the origin of the force
1375 in directional and sperical mode. For damper/accelerator mode this is not nessesary (and has no effect).
1376 */
1377
1378 void spawnfunc_trigger_impulse()
1379 {
1380         self.active = ACTIVE_ACTIVE;
1381
1382         EXACTTRIGGER_INIT;
1383     if(self.radius)
1384     {
1385         if(!self.strength) self.strength = 2000 * cvar("g_triggerimpulse_radial_multiplier");
1386         setorigin(self, self.origin);
1387         setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
1388         self.touch = trigger_impulse_touch3;
1389     }
1390     else
1391     {
1392         if(self.target)
1393         {
1394             if(!self.strength) self.strength = 950 * cvar("g_triggerimpulse_directional_multiplier");
1395             self.touch = trigger_impulse_touch1;
1396         }
1397         else
1398         {
1399             if(!self.strength) self.strength = 0.9;
1400                         self.strength = pow(self.strength, cvar("g_triggerimpulse_accel_power")) * cvar("g_triggerimpulse_accel_multiplier");
1401             self.touch = trigger_impulse_touch2;
1402         }
1403     }
1404 }
1405
1406 /*QUAKED spawnfunc_trigger_flipflop (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ENABLED
1407 "Flip-flop" trigger gate... lets only every second trigger event through
1408 */
1409 void flipflop_use()
1410 {
1411         self.state = !self.state;
1412         if(self.state)
1413                 SUB_UseTargets();
1414 }
1415
1416 void spawnfunc_trigger_flipflop()
1417 {
1418         if(self.spawnflags & 1)
1419                 self.state = 1;
1420         self.use = flipflop_use;
1421         self.reset = spawnfunc_trigger_flipflop; // perfect resetter
1422 }
1423
1424 /*QUAKED spawnfunc_trigger_monoflop (.5 .5 .5) (-8 -8 -8) (8 8 8)
1425 "Mono-flop" trigger gate... turns one trigger event into one "on" and one "off" event, separated by a delay of "wait"
1426 */
1427 void monoflop_use()
1428 {
1429         self.nextthink = time + self.wait;
1430         self.enemy = activator;
1431         if(self.state)
1432                 return;
1433         self.state = 1;
1434         SUB_UseTargets();
1435 }
1436 void monoflop_fixed_use()
1437 {
1438         if(self.state)
1439                 return;
1440         self.nextthink = time + self.wait;
1441         self.state = 1;
1442         self.enemy = activator;
1443         SUB_UseTargets();
1444 }
1445
1446 void monoflop_think()
1447 {
1448         self.state = 0;
1449         activator = self.enemy;
1450         SUB_UseTargets();
1451 }
1452
1453 void monoflop_reset()
1454 {
1455         self.state = 0;
1456         self.nextthink = 0;
1457 }
1458
1459 void spawnfunc_trigger_monoflop()
1460 {
1461         if(!self.wait)
1462                 self.wait = 1;
1463         if(self.spawnflags & 1)
1464                 self.use = monoflop_fixed_use;
1465         else
1466                 self.use = monoflop_use;
1467         self.think = monoflop_think;
1468         self.state = 0;
1469         self.reset = monoflop_reset;
1470 }
1471
1472 void multivibrator_send()
1473 {
1474         float newstate;
1475         float cyclestart;
1476
1477         cyclestart = floor((time + self.phase) / (self.wait + self.respawntime)) * (self.wait + self.respawntime) - self.phase;
1478
1479         newstate = (time < cyclestart + self.wait);
1480
1481         activator = self;
1482         if(self.state != newstate)
1483                 SUB_UseTargets();
1484         self.state = newstate;
1485
1486         if(self.state)
1487                 self.nextthink = cyclestart + self.wait + 0.01;
1488         else
1489                 self.nextthink = cyclestart + self.wait + self.respawntime + 0.01;
1490 }
1491
1492 void multivibrator_toggle()
1493 {
1494         if(self.nextthink == 0)
1495         {
1496                 multivibrator_send();
1497         }
1498         else
1499         {
1500                 if(self.state)
1501                 {
1502                         SUB_UseTargets();
1503                         self.state = 0;
1504                 }
1505                 self.nextthink = 0;
1506         }
1507 }
1508
1509 void multivibrator_reset()
1510 {
1511         if(!(self.spawnflags & 1))
1512                 self.nextthink = 0; // wait for a trigger event
1513         else
1514                 self.nextthink = max(1, time);
1515 }
1516
1517 /*QUAKED trigger_multivibrator (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ON
1518 "Multivibrator" trigger gate... repeatedly sends trigger events. When triggered, turns on or off.
1519 -------- KEYS --------
1520 target: trigger all entities with this targetname when it goes off
1521 targetname: name that identifies this entity so it can be triggered; when off, it always uses the OFF state
1522 phase: offset of the timing
1523 wait: "on" cycle time (default: 1)
1524 respawntime: "off" cycle time (default: same as wait)
1525 -------- SPAWNFLAGS --------
1526 START_ON: assume it is already turned on (when targeted)
1527 */
1528 void spawnfunc_trigger_multivibrator()
1529 {
1530         if(!self.wait)
1531                 self.wait = 1;
1532         if(!self.respawntime)
1533                 self.respawntime = self.wait;
1534
1535         self.state = 0;
1536         self.use = multivibrator_toggle;
1537         self.think = multivibrator_send;
1538         self.nextthink = time;
1539
1540         IFTARGETED
1541                 multivibrator_reset();
1542 }
1543
1544
1545 void follow_init()
1546 {
1547         entity src, dst;
1548         src = world;
1549         dst = world;
1550         if(self.killtarget != "")
1551                 src = find(world, targetname, self.killtarget);
1552         if(self.target != "")
1553                 dst = find(world, targetname, self.target);
1554
1555         if(!src && !dst)
1556         {
1557                 objerror("follow: could not find target/killtarget");
1558                 return;
1559         }
1560
1561         if(self.jointtype)
1562         {
1563                 // already done :P entity must stay
1564                 self.aiment = src;
1565                 self.enemy = dst;
1566         }
1567         else if(!src || !dst)
1568         {
1569                 objerror("follow: could not find target/killtarget");
1570                 return;
1571         }
1572         else if(self.spawnflags & 1)
1573         {
1574                 // attach
1575                 if(self.spawnflags & 2)
1576                 {
1577                         setattachment(dst, src, self.message);
1578                 }
1579                 else
1580                 {
1581                         attach_sameorigin(dst, src, self.message);
1582                 }
1583
1584                 remove(self);
1585         }
1586         else
1587         {
1588                 if(self.spawnflags & 2)
1589                 {
1590                         dst.movetype = MOVETYPE_FOLLOW;
1591                         dst.aiment = src;
1592                         // dst.punchangle = '0 0 0'; // keep unchanged
1593                         dst.view_ofs = dst.origin;
1594                         dst.v_angle = dst.angles;
1595                 }
1596                 else
1597                 {
1598                         follow_sameorigin(dst, src);
1599                 }
1600
1601                 remove(self);
1602         }
1603 }
1604
1605 void spawnfunc_misc_follow()
1606 {
1607         InitializeEntity(self, follow_init, INITPRIO_FINDTARGET);
1608 }
1609
1610
1611
1612 void gamestart_use() {
1613         activator = self;
1614         SUB_UseTargets();
1615         remove(self);
1616 }
1617
1618 void spawnfunc_trigger_gamestart() {
1619         self.use = gamestart_use;
1620         self.reset2 = spawnfunc_trigger_gamestart;
1621
1622         if(self.wait)
1623         {
1624                 self.think = self.use;
1625                 self.nextthink = game_starttime + self.wait;
1626         }
1627         else
1628                 InitializeEntity(self, gamestart_use, INITPRIO_FINDTARGET);
1629 }
1630
1631
1632
1633
1634 .entity voicescript; // attached voice script
1635 .float voicescript_index; // index of next voice, or -1 to use the randomized ones
1636 .float voicescript_nextthink; // time to play next voice
1637 .float voicescript_voiceend; // time when this voice ends
1638
1639 void target_voicescript_clear(entity pl)
1640 {
1641         pl.voicescript = world;
1642 }
1643
1644 void target_voicescript_use()
1645 {
1646         if(activator.voicescript != self)
1647         {
1648                 activator.voicescript = self;
1649                 activator.voicescript_index = 0;
1650                 activator.voicescript_nextthink = time + self.delay;
1651         }
1652 }
1653
1654 void target_voicescript_next(entity pl)
1655 {
1656         entity vs;
1657         float i, n, dt;
1658
1659         vs = pl.voicescript;
1660         if(!vs)
1661                 return;
1662         if(vs.message == "")
1663                 return;
1664         if(pl.classname != "player")
1665                 return;
1666         if(gameover)
1667                 return;
1668
1669         if(time >= pl.voicescript_voiceend)
1670         {
1671                 if(time >= pl.voicescript_nextthink)
1672                 {
1673                         // get the next voice...
1674                         n = tokenize_console(vs.message);
1675
1676                         if(pl.voicescript_index < vs.cnt)
1677                                 i = pl.voicescript_index * 2;
1678                         else if(n > vs.cnt * 2)
1679                                 i = mod(pl.voicescript_index - vs.cnt, (n - vs.cnt * 2 - 1) / 2) * 2 + vs.cnt * 2 + 1;
1680                         else
1681                                 i = -1;
1682
1683                         if(i >= 0)
1684                         {
1685                                 play2(pl, strcat(vs.netname, "/", argv(i), ".wav"));
1686                                 dt = stof(argv(i + 1));
1687                                 if(dt >= 0)
1688                                 {
1689                                         pl.voicescript_voiceend = time + dt;
1690                                         pl.voicescript_nextthink = pl.voicescript_voiceend + vs.wait * (0.5 + random());
1691                                 }
1692                                 else
1693                                 {
1694                                         pl.voicescript_voiceend = time - dt;
1695                                         pl.voicescript_nextthink = pl.voicescript_voiceend;
1696                                 }
1697
1698                                 pl.voicescript_index += 1;
1699                         }
1700                         else
1701                         {
1702                                 pl.voicescript = world; // stop trying then
1703                         }
1704                 }
1705         }
1706 }
1707
1708 void spawnfunc_target_voicescript()
1709 {
1710         // netname: directory of the sound files
1711         // message: list of "sound file" duration "sound file" duration, a *, and again a list
1712         //          foo1 4.1 foo2 4.0 foo3 -3.1 * fool1 1.1 fool2 7.1 fool3 9.1 fool4 3.7
1713         //          Here, a - in front of the duration means that no delay is to be
1714         //          added after this message
1715         // wait: average time between messages
1716         // delay: initial delay before the first message
1717         
1718         float i, n;
1719         self.use = target_voicescript_use;
1720
1721         n = tokenize_console(self.message);
1722         self.cnt = n / 2;
1723         for(i = 0; i+1 < n; i += 2)
1724         {
1725                 if(argv(i) == "*")
1726                 {
1727                         self.cnt = i / 2;
1728                         ++i;
1729                 }
1730                 precache_sound(strcat(self.netname, "/", argv(i), ".wav"));
1731         }
1732 }
1733
1734
1735
1736 void trigger_relay_teamcheck_use()
1737 {
1738         if(activator.team)
1739         {
1740                 if(self.spawnflags & 2)
1741                 {
1742                         if(activator.team != self.team)
1743                                 SUB_UseTargets();
1744                 }
1745                 else
1746                 {
1747                         if(activator.team == self.team)
1748                                 SUB_UseTargets();
1749                 }
1750         }
1751         else
1752         {
1753                 if(self.spawnflags & 1)
1754                         SUB_UseTargets();
1755         }
1756 }
1757
1758 void trigger_relay_teamcheck_reset()
1759 {
1760         self.team = self.team_saved;
1761 }
1762
1763 void spawnfunc_trigger_relay_teamcheck()
1764 {
1765         self.team_saved = self.team;
1766         self.use = trigger_relay_teamcheck_use;
1767         self.reset = trigger_relay_teamcheck_reset;
1768 }
1769
1770
1771
1772 void trigger_disablerelay_use()
1773 {
1774         entity e;
1775
1776         float a, b;
1777         a = b = 0;
1778
1779         for(e = world; (e = find(e, targetname, self.target)); )
1780         {
1781                 if(e.use == SUB_UseTargets)
1782                 {
1783                         e.use = SUB_DontUseTargets;
1784                         ++a;
1785                 }
1786                 else if(e.use == SUB_DontUseTargets)
1787                 {
1788                         e.use = SUB_UseTargets;
1789                         ++b;
1790                 }
1791         }
1792
1793         if((!a) == (!b))
1794                 print("Invalid use of trigger_disablerelay: ", ftos(a), " relays were on, ", ftos(b), " relays were off!\n");
1795 }
1796
1797 void spawnfunc_trigger_disablerelay()
1798 {
1799         self.use = trigger_disablerelay_use;
1800 }
1801
1802 float magicear_matched;
1803 string trigger_magicear_processmessage(entity ear, entity source, float teamsay, entity privatesay, string msgin)
1804 {
1805         float domatch, dotrigger, matchstart, l;
1806         string s, msg;
1807         entity oldself;
1808
1809         magicear_matched = FALSE;
1810
1811         dotrigger = ((self.classname == "player") && (self.deadflag == DEAD_NO) && ((ear.radius == 0) || (vlen(source.origin - ear.origin) <= ear.radius)));
1812         domatch = ((ear.spawnflags & 32) || dotrigger);
1813         if not(domatch)
1814                 return msgin;
1815
1816         if(privatesay)
1817         {
1818                 if(ear.spawnflags & 4)
1819                         return msgin;
1820         }
1821         else
1822         {
1823                 if(!teamsay)
1824                         if(ear.spawnflags & 1)
1825                                 return msgin;
1826                 if(teamsay > 0)
1827                         if(ear.spawnflags & 2)
1828                                 return msgin;
1829                 if(teamsay < 0)
1830                         if(ear.spawnflags & 8)
1831                                 return msgin;
1832         }
1833         
1834         matchstart = -1;
1835         l = strlen(ear.message);
1836
1837         if(self.spawnflags & 128)
1838                 msg = msgin;
1839         else
1840                 msg = strdecolorize(msgin);
1841
1842         if(substring(ear.message, 0, 1) == "*")
1843         {
1844                 if(substring(ear.message, -1, 1) == "*")
1845                 {
1846                         // two wildcards
1847                         // as we need multi-replacement here...
1848                         s = substring(ear.message, 1, -2);
1849                         l -= 2;
1850                         if(strstrofs(msg, s, 0) >= 0)
1851                                 matchstart = -2; // we use strreplace on s
1852                 }
1853                 else
1854                 {
1855                         // match at start
1856                         s = substring(ear.message, 1, -1);
1857                         l -= 1;
1858                         if(substring(msg, -l, l) == s)
1859                                 matchstart = strlen(msg) - l;
1860                 }
1861         }
1862         else
1863         {
1864                 if(substring(ear.message, -1, 1) == "*")
1865                 {
1866                         // match at end
1867                         s = substring(ear.message, 0, -2);
1868                         l -= 1;
1869                         if(substring(msg, 0, l) == s)
1870                                 matchstart = 0;
1871                 }
1872                 else
1873                 {
1874                         // full match
1875                         s = ear.message;
1876                         if(msg == ear.message)
1877                                 matchstart = 0;
1878                 }
1879         }
1880
1881         if(matchstart == -1) // no match
1882                 return msgin;
1883
1884         magicear_matched = TRUE;
1885
1886         if(dotrigger)
1887         {
1888                 oldself = activator = self;
1889                 self = ear;
1890                 SUB_UseTargets();
1891                 self = oldself;
1892         }
1893
1894         if(ear.spawnflags & 16)
1895         {
1896                 return ear.netname;
1897         }
1898         else if(ear.netname != "")
1899         {
1900                 if(matchstart < 0)
1901                         return strreplace(s, ear.netname, msg);
1902                 else
1903                         return strcat(
1904                                 substring(msg, 0, matchstart),
1905                                 ear.netname,
1906                                 substring(msg, matchstart + l, -1)
1907                         );
1908         }
1909         else
1910                 return msgin;
1911 }
1912
1913 entity magicears;
1914 string trigger_magicear_processmessage_forallears(entity source, float teamsay, entity privatesay, string msgin)
1915 {
1916         entity ear;
1917         string msgout;
1918         for(ear = magicears; ear; ear = ear.enemy)
1919         {
1920                 msgout = trigger_magicear_processmessage(ear, source, teamsay, privatesay, msgin);
1921                 if not(ear.spawnflags & 64)
1922                         if(magicear_matched)
1923                                 return msgout;
1924                 msgin = msgout;
1925         }
1926         return msgin;
1927 }
1928
1929 void spawnfunc_trigger_magicear()
1930 {
1931         self.enemy = magicears;
1932         magicears = self;
1933
1934         // actually handled in "say" processing
1935         // spawnflags:
1936         //   1 = ignore say
1937         //   2 = ignore teamsay
1938         //   4 = ignore tell
1939         //   8 = ignore tell to unknown player
1940         //   16 = let netname replace the whole message (otherwise, netname is a word replacement if set)
1941         //   32 = perform the replacement even if outside the radius or dead
1942         //   64 = continue replacing/triggering even if this one matched
1943         // message: either
1944         //   *pattern*
1945         // or
1946         //   *pattern
1947         // or
1948         //   pattern*
1949         // or
1950         //   pattern
1951         // netname:
1952         //   if set, replacement for the matched text
1953         // radius:
1954         //   "hearing distance"
1955         // target:
1956         //   what to trigger
1957 }
1958
1959 void relay_activators_use()
1960 {
1961         entity trg, os;
1962         
1963         os = self;
1964         
1965         for(trg = world; (trg = find(trg, targetname, os.target)); )
1966         {
1967                 self = trg;
1968                 if (trg.setactive)
1969                         trg.setactive(os.cnt);
1970                 else
1971                 {
1972                         //bprint("Not using setactive\n");
1973                         if(os.cnt == ACTIVE_TOGGLE)
1974                                 if(trg.active == ACTIVE_ACTIVE)
1975                                         trg.active = ACTIVE_NOT;
1976                                 else    
1977                                         trg.active = ACTIVE_ACTIVE;
1978                         else
1979                                 trg.active = os.cnt;
1980                 }               
1981         }
1982         self = os;
1983 }
1984
1985 void spawnfunc_relay_activate()
1986 {
1987         self.cnt = ACTIVE_ACTIVE;
1988         self.use = relay_activators_use;
1989 }
1990
1991 void spawnfunc_relay_deactivate()
1992 {
1993         self.cnt = ACTIVE_NOT;
1994         self.use = relay_activators_use;        
1995 }
1996
1997 void spawnfunc_relay_activatetoggle()
1998 {
1999         self.cnt = ACTIVE_TOGGLE;
2000         self.use = relay_activators_use;        
2001 }
2002
2003 .string chmap, gametype;
2004 void spawnfunc_target_changelevel_use()
2005 {
2006         if(self.gametype != "")
2007                 MapInfo_SwitchGameType(MapInfo_Type_FromString(self.gametype));
2008
2009         if (self.chmap == "")
2010                 localcmd("endmatch\n");
2011         else
2012                 localcmd(strcat("changelevel ", self.chmap, "\n"));
2013 };
2014
2015 void spawnfunc_target_changelevel()
2016 {
2017         self.use = spawnfunc_target_changelevel_use;
2018 };