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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 & 0xF0); // 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         if(self.spawnflags & 4)
1087                 fl |= 0x10;
1088         WriteByte(MSG_ENTITY, fl);
1089         if(fl & 1)
1090         {
1091                 WriteCoord(MSG_ENTITY, self.origin_x);
1092                 WriteCoord(MSG_ENTITY, self.origin_y);
1093                 WriteCoord(MSG_ENTITY, self.origin_z);
1094         }
1095         if(fl & 8)
1096         {
1097                 WriteByte(MSG_ENTITY, self.colormod_x * 255.0);
1098                 WriteByte(MSG_ENTITY, self.colormod_y * 255.0);
1099                 WriteByte(MSG_ENTITY, self.colormod_z * 255.0);
1100                 if(fl & 0x40)
1101                         WriteByte(MSG_ENTITY, self.alpha * 255.0);
1102                 if(fl & 0x20)
1103                 {
1104                         WriteByte(MSG_ENTITY, bound(0, self.scale * 16.0, 255));
1105                         WriteByte(MSG_ENTITY, bound(0, self.modelscale * 16.0, 255));
1106                 }
1107                 WriteShort(MSG_ENTITY, self.cnt + 1);
1108         }
1109         if(fl & 2)
1110         {
1111                 if(fl & 0x80)
1112                 {
1113                         WriteCoord(MSG_ENTITY, self.enemy.origin_x);
1114                         WriteCoord(MSG_ENTITY, self.enemy.origin_y);
1115                         WriteCoord(MSG_ENTITY, self.enemy.origin_z);
1116                 }
1117                 else
1118                 {
1119                         WriteAngle(MSG_ENTITY, self.mangle_x);
1120                         WriteAngle(MSG_ENTITY, self.mangle_y);
1121                 }
1122         }
1123         if(fl & 4)
1124                 WriteByte(MSG_ENTITY, self.state);
1125         return 1;
1126 }
1127
1128 /*QUAKED spawnfunc_misc_laser (.5 .5 .5) ? START_ON DEST_IS_FIXED
1129 Any object touching the beam will be hurt
1130 Keys:
1131 "target"
1132  spawnfunc_target_position where the laser ends
1133 "mdl"
1134  name of beam end effect to use
1135 "colormod"
1136  color of the beam (default: red)
1137 "dmg"
1138  damage per second (-1 for a laser that kills immediately)
1139 */
1140 void laser_use()
1141 {
1142         self.state = !self.state;
1143         self.SendFlags |= 4;
1144         misc_laser_aim();
1145 }
1146
1147 void laser_reset()
1148 {
1149         if(self.spawnflags & 1)
1150                 self.state = 1;
1151         else
1152                 self.state = 0;
1153 }
1154
1155 void spawnfunc_misc_laser()
1156 {
1157         if(self.mdl)
1158         {
1159                 if(self.mdl == "none")
1160                         self.cnt = -1;
1161                 else
1162                 {
1163                         self.cnt = particleeffectnum(self.mdl);
1164                         if(self.cnt < 0)
1165                                 if(self.dmg)
1166                                         self.cnt = particleeffectnum("laser_deadly");
1167                 }
1168         }
1169         else if(!self.cnt)
1170         {
1171                 if(self.dmg)
1172                         self.cnt = particleeffectnum("laser_deadly");
1173                 else
1174                         self.cnt = -1;
1175         }
1176         if(self.cnt < 0)
1177                 self.cnt = -1;
1178
1179         if(self.colormod == '0 0 0')
1180                 if(!self.alpha)
1181                         self.colormod = '1 0 0';
1182         if(!self.message)
1183                 self.message = "saw the light";
1184         if (!self.message2)
1185                 self.message2 = "was pushed into a laser by";
1186         if(!self.scale)
1187                 self.scale = 1;
1188         if(!self.modelscale)
1189                 self.modelscale = 1;
1190         self.think = misc_laser_think;
1191         self.nextthink = time;
1192         InitializeEntity(self, misc_laser_init, INITPRIO_FINDTARGET);
1193
1194         self.mangle = self.angles;
1195
1196         Net_LinkEntity(self, FALSE, 0, laser_SendEntity);
1197
1198         IFTARGETED
1199         {
1200                 self.reset = laser_reset;
1201                 laser_reset();
1202                 self.use = laser_use;
1203         }
1204         else
1205                 self.state = 1;
1206 }
1207
1208 // tZorks trigger impulse / gravity
1209 .float radius;
1210 .float falloff;
1211 .float strength;
1212 .float lastpushtime;
1213
1214 // targeted (directional) mode
1215 void trigger_impulse_touch1()
1216 {
1217         entity targ;
1218     float pushdeltatime;
1219     float str;
1220
1221         if (self.active != ACTIVE_ACTIVE) 
1222                 return;
1223
1224         // FIXME: Better checking for what to push and not.
1225         if not(other.iscreature)
1226         if (other.classname != "corpse")
1227         if (other.classname != "body")
1228         if (other.classname != "gib")
1229         if (other.classname != "missile")
1230         if (other.classname != "rocket")
1231         if (other.classname != "casing")
1232         if (other.classname != "grenade")
1233         if (other.classname != "plasma")
1234         if (other.classname != "plasma_prim")
1235         if (other.classname != "plasma_chain")
1236         if (other.classname != "droppedweapon")
1237         if (other.classname != "nexball_basketball")
1238         if (other.classname != "nexball_football")
1239                 return;
1240
1241         if (other.deadflag && other.iscreature)
1242                 return;
1243
1244         EXACTTRIGGER_TOUCH;
1245
1246     targ = find(world, targetname, self.target);
1247     if(!targ)
1248     {
1249         objerror("trigger_force without a (valid) .target!\n");
1250         remove(self);
1251         return;
1252     }
1253
1254     if(self.falloff == 1)
1255         str = (str / self.radius) * self.strength;
1256     else if(self.falloff == 2)
1257         str = (1 - (str / self.radius)) * self.strength;
1258     else
1259         str = self.strength;
1260
1261     pushdeltatime = time - other.lastpushtime;
1262     if (pushdeltatime > 0.15) pushdeltatime = 0;
1263     other.lastpushtime = time;
1264     if(!pushdeltatime) return;
1265
1266     other.velocity = other.velocity + normalize(targ.origin - self.origin) * str * pushdeltatime;
1267     other.flags &~= FL_ONGROUND;
1268     UpdateCSQCProjectile(other);
1269 }
1270
1271 // Directionless (accelerator/decelerator) mode
1272 void trigger_impulse_touch2()
1273 {
1274     float pushdeltatime;
1275
1276         if (self.active != ACTIVE_ACTIVE) 
1277                 return;
1278
1279         // FIXME: Better checking for what to push and not.
1280         if not(other.iscreature)
1281         if (other.classname != "corpse")
1282         if (other.classname != "body")
1283         if (other.classname != "gib")
1284         if (other.classname != "missile")
1285         if (other.classname != "rocket")
1286         if (other.classname != "casing")
1287         if (other.classname != "grenade")
1288         if (other.classname != "plasma")
1289         if (other.classname != "plasma_prim")
1290         if (other.classname != "plasma_chain")
1291         if (other.classname != "droppedweapon")
1292         if (other.classname != "nexball_basketball")
1293         if (other.classname != "nexball_football")
1294                 return;
1295
1296         if (other.deadflag && other.iscreature)
1297                 return;
1298
1299         EXACTTRIGGER_TOUCH;
1300
1301     pushdeltatime = time - other.lastpushtime;
1302     if (pushdeltatime > 0.15) pushdeltatime = 0;
1303     other.lastpushtime = time;
1304     if(!pushdeltatime) return;
1305
1306     // div0: ticrate independent, 1 = identity (not 20)
1307     other.velocity = other.velocity * pow(self.strength, pushdeltatime);
1308     UpdateCSQCProjectile(other);
1309 }
1310
1311 // Spherical (gravity/repulsor) mode
1312 void trigger_impulse_touch3()
1313 {
1314     float pushdeltatime;
1315     float str;
1316
1317         if (self.active != ACTIVE_ACTIVE) 
1318                 return;
1319
1320         // FIXME: Better checking for what to push and not.
1321         if not(other.iscreature)
1322         if (other.classname != "corpse")
1323         if (other.classname != "body")
1324         if (other.classname != "gib")
1325         if (other.classname != "missile")
1326         if (other.classname != "rocket")
1327         if (other.classname != "casing")
1328         if (other.classname != "grenade")
1329         if (other.classname != "plasma")
1330         if (other.classname != "plasma_prim")
1331         if (other.classname != "plasma_chain")
1332         if (other.classname != "droppedweapon")
1333         if (other.classname != "nexball_basketball")
1334         if (other.classname != "nexball_football")
1335                 return;
1336
1337         if (other.deadflag && other.iscreature)
1338                 return;
1339
1340         EXACTTRIGGER_TOUCH;
1341
1342     pushdeltatime = time - other.lastpushtime;
1343     if (pushdeltatime > 0.15) pushdeltatime = 0;
1344     other.lastpushtime = time;
1345     if(!pushdeltatime) return;
1346
1347     setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
1348
1349         str = min(self.radius, vlen(self.origin - other.origin));
1350
1351     if(self.falloff == 1)
1352         str = (1 - str / self.radius) * self.strength; // 1 in the inside
1353     else if(self.falloff == 2)
1354         str = (str / self.radius) * self.strength; // 0 in the inside
1355     else
1356         str = self.strength;
1357
1358     other.velocity = other.velocity + normalize(other.origin - self.origin) * str * pushdeltatime;
1359     UpdateCSQCProjectile(other);
1360 }
1361
1362 /*QUAKED spawnfunc_trigger_impulse (.5 .5 .5) ?
1363 -------- KEYS --------
1364 target : If this is set, this points to the spawnfunc_target_position to which the player will get pushed.
1365          If not, this trigger acts like a damper/accelerator field.
1366
1367 strength : This is how mutch force to add in the direction of .target each second
1368            when .target is set. If not, this is hoe mutch to slow down/accelerate
1369            someting cought inside this trigger. (1=no change, 0,5 half speed rougthly each tic, 2 = doubble)
1370
1371 radius   : If set, act as a spherical device rather then a liniar one.
1372
1373 falloff : 0 = none, 1 = liniar, 2 = inverted liniar
1374
1375 -------- NOTES --------
1376 Use a brush textured with common/origin in the trigger entity to determine the origin of the force
1377 in directional and sperical mode. For damper/accelerator mode this is not nessesary (and has no effect).
1378 */
1379
1380 void spawnfunc_trigger_impulse()
1381 {
1382         self.active = ACTIVE_ACTIVE;
1383
1384         EXACTTRIGGER_INIT;
1385     if(self.radius)
1386     {
1387         if(!self.strength) self.strength = 2000 * cvar("g_triggerimpulse_radial_multiplier");
1388         setorigin(self, self.origin);
1389         setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
1390         self.touch = trigger_impulse_touch3;
1391     }
1392     else
1393     {
1394         if(self.target)
1395         {
1396             if(!self.strength) self.strength = 950 * cvar("g_triggerimpulse_directional_multiplier");
1397             self.touch = trigger_impulse_touch1;
1398         }
1399         else
1400         {
1401             if(!self.strength) self.strength = 0.9;
1402                         self.strength = pow(self.strength, cvar("g_triggerimpulse_accel_power")) * cvar("g_triggerimpulse_accel_multiplier");
1403             self.touch = trigger_impulse_touch2;
1404         }
1405     }
1406 }
1407
1408 /*QUAKED spawnfunc_trigger_flipflop (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ENABLED
1409 "Flip-flop" trigger gate... lets only every second trigger event through
1410 */
1411 void flipflop_use()
1412 {
1413         self.state = !self.state;
1414         if(self.state)
1415                 SUB_UseTargets();
1416 }
1417
1418 void spawnfunc_trigger_flipflop()
1419 {
1420         if(self.spawnflags & 1)
1421                 self.state = 1;
1422         self.use = flipflop_use;
1423         self.reset = spawnfunc_trigger_flipflop; // perfect resetter
1424 }
1425
1426 /*QUAKED spawnfunc_trigger_monoflop (.5 .5 .5) (-8 -8 -8) (8 8 8)
1427 "Mono-flop" trigger gate... turns one trigger event into one "on" and one "off" event, separated by a delay of "wait"
1428 */
1429 void monoflop_use()
1430 {
1431         self.nextthink = time + self.wait;
1432         self.enemy = activator;
1433         if(self.state)
1434                 return;
1435         self.state = 1;
1436         SUB_UseTargets();
1437 }
1438 void monoflop_fixed_use()
1439 {
1440         if(self.state)
1441                 return;
1442         self.nextthink = time + self.wait;
1443         self.state = 1;
1444         self.enemy = activator;
1445         SUB_UseTargets();
1446 }
1447
1448 void monoflop_think()
1449 {
1450         self.state = 0;
1451         activator = self.enemy;
1452         SUB_UseTargets();
1453 }
1454
1455 void monoflop_reset()
1456 {
1457         self.state = 0;
1458         self.nextthink = 0;
1459 }
1460
1461 void spawnfunc_trigger_monoflop()
1462 {
1463         if(!self.wait)
1464                 self.wait = 1;
1465         if(self.spawnflags & 1)
1466                 self.use = monoflop_fixed_use;
1467         else
1468                 self.use = monoflop_use;
1469         self.think = monoflop_think;
1470         self.state = 0;
1471         self.reset = monoflop_reset;
1472 }
1473
1474 void multivibrator_send()
1475 {
1476         float newstate;
1477         float cyclestart;
1478
1479         cyclestart = floor((time + self.phase) / (self.wait + self.respawntime)) * (self.wait + self.respawntime) - self.phase;
1480
1481         newstate = (time < cyclestart + self.wait);
1482
1483         activator = self;
1484         if(self.state != newstate)
1485                 SUB_UseTargets();
1486         self.state = newstate;
1487
1488         if(self.state)
1489                 self.nextthink = cyclestart + self.wait + 0.01;
1490         else
1491                 self.nextthink = cyclestart + self.wait + self.respawntime + 0.01;
1492 }
1493
1494 void multivibrator_toggle()
1495 {
1496         if(self.nextthink == 0)
1497         {
1498                 multivibrator_send();
1499         }
1500         else
1501         {
1502                 if(self.state)
1503                 {
1504                         SUB_UseTargets();
1505                         self.state = 0;
1506                 }
1507                 self.nextthink = 0;
1508         }
1509 }
1510
1511 void multivibrator_reset()
1512 {
1513         if(!(self.spawnflags & 1))
1514                 self.nextthink = 0; // wait for a trigger event
1515         else
1516                 self.nextthink = max(1, time);
1517 }
1518
1519 /*QUAKED trigger_multivibrator (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ON
1520 "Multivibrator" trigger gate... repeatedly sends trigger events. When triggered, turns on or off.
1521 -------- KEYS --------
1522 target: trigger all entities with this targetname when it goes off
1523 targetname: name that identifies this entity so it can be triggered; when off, it always uses the OFF state
1524 phase: offset of the timing
1525 wait: "on" cycle time (default: 1)
1526 respawntime: "off" cycle time (default: same as wait)
1527 -------- SPAWNFLAGS --------
1528 START_ON: assume it is already turned on (when targeted)
1529 */
1530 void spawnfunc_trigger_multivibrator()
1531 {
1532         if(!self.wait)
1533                 self.wait = 1;
1534         if(!self.respawntime)
1535                 self.respawntime = self.wait;
1536
1537         self.state = 0;
1538         self.use = multivibrator_toggle;
1539         self.think = multivibrator_send;
1540         self.nextthink = time;
1541
1542         IFTARGETED
1543                 multivibrator_reset();
1544 }
1545
1546
1547 void follow_init()
1548 {
1549         entity src, dst;
1550         src = world;
1551         dst = world;
1552         if(self.killtarget != "")
1553                 src = find(world, targetname, self.killtarget);
1554         if(self.target != "")
1555                 dst = find(world, targetname, self.target);
1556
1557         if(!src && !dst)
1558         {
1559                 objerror("follow: could not find target/killtarget");
1560                 return;
1561         }
1562
1563         if(self.jointtype)
1564         {
1565                 // already done :P entity must stay
1566                 self.aiment = src;
1567                 self.enemy = dst;
1568         }
1569         else if(!src || !dst)
1570         {
1571                 objerror("follow: could not find target/killtarget");
1572                 return;
1573         }
1574         else if(self.spawnflags & 1)
1575         {
1576                 // attach
1577                 if(self.spawnflags & 2)
1578                 {
1579                         setattachment(dst, src, self.message);
1580                 }
1581                 else
1582                 {
1583                         attach_sameorigin(dst, src, self.message);
1584                 }
1585
1586                 remove(self);
1587         }
1588         else
1589         {
1590                 if(self.spawnflags & 2)
1591                 {
1592                         dst.movetype = MOVETYPE_FOLLOW;
1593                         dst.aiment = src;
1594                         // dst.punchangle = '0 0 0'; // keep unchanged
1595                         dst.view_ofs = dst.origin;
1596                         dst.v_angle = dst.angles;
1597                 }
1598                 else
1599                 {
1600                         follow_sameorigin(dst, src);
1601                 }
1602
1603                 remove(self);
1604         }
1605 }
1606
1607 void spawnfunc_misc_follow()
1608 {
1609         InitializeEntity(self, follow_init, INITPRIO_FINDTARGET);
1610 }
1611
1612
1613
1614 void gamestart_use() {
1615         activator = self;
1616         SUB_UseTargets();
1617         remove(self);
1618 }
1619
1620 void spawnfunc_trigger_gamestart() {
1621         self.use = gamestart_use;
1622         self.reset2 = spawnfunc_trigger_gamestart;
1623
1624         if(self.wait)
1625         {
1626                 self.think = self.use;
1627                 self.nextthink = game_starttime + self.wait;
1628         }
1629         else
1630                 InitializeEntity(self, gamestart_use, INITPRIO_FINDTARGET);
1631 }
1632
1633
1634
1635
1636 .entity voicescript; // attached voice script
1637 .float voicescript_index; // index of next voice, or -1 to use the randomized ones
1638 .float voicescript_nextthink; // time to play next voice
1639 .float voicescript_voiceend; // time when this voice ends
1640
1641 void target_voicescript_clear(entity pl)
1642 {
1643         pl.voicescript = world;
1644 }
1645
1646 void target_voicescript_use()
1647 {
1648         if(activator.voicescript != self)
1649         {
1650                 activator.voicescript = self;
1651                 activator.voicescript_index = 0;
1652                 activator.voicescript_nextthink = time + self.delay;
1653         }
1654 }
1655
1656 void target_voicescript_next(entity pl)
1657 {
1658         entity vs;
1659         float i, n, dt;
1660
1661         vs = pl.voicescript;
1662         if(!vs)
1663                 return;
1664         if(vs.message == "")
1665                 return;
1666         if(pl.classname != "player")
1667                 return;
1668         if(gameover)
1669                 return;
1670
1671         if(time >= pl.voicescript_voiceend)
1672         {
1673                 if(time >= pl.voicescript_nextthink)
1674                 {
1675                         // get the next voice...
1676                         n = tokenize_console(vs.message);
1677
1678                         if(pl.voicescript_index < vs.cnt)
1679                                 i = pl.voicescript_index * 2;
1680                         else if(n > vs.cnt * 2)
1681                                 i = mod(pl.voicescript_index - vs.cnt, (n - vs.cnt * 2 - 1) / 2) * 2 + vs.cnt * 2 + 1;
1682                         else
1683                                 i = -1;
1684
1685                         if(i >= 0)
1686                         {
1687                                 play2(pl, strcat(vs.netname, "/", argv(i), ".wav"));
1688                                 dt = stof(argv(i + 1));
1689                                 if(dt >= 0)
1690                                 {
1691                                         pl.voicescript_voiceend = time + dt;
1692                                         pl.voicescript_nextthink = pl.voicescript_voiceend + vs.wait * (0.5 + random());
1693                                 }
1694                                 else
1695                                 {
1696                                         pl.voicescript_voiceend = time - dt;
1697                                         pl.voicescript_nextthink = pl.voicescript_voiceend;
1698                                 }
1699
1700                                 pl.voicescript_index += 1;
1701                         }
1702                         else
1703                         {
1704                                 pl.voicescript = world; // stop trying then
1705                         }
1706                 }
1707         }
1708 }
1709
1710 void spawnfunc_target_voicescript()
1711 {
1712         // netname: directory of the sound files
1713         // message: list of "sound file" duration "sound file" duration, a *, and again a list
1714         //          foo1 4.1 foo2 4.0 foo3 -3.1 * fool1 1.1 fool2 7.1 fool3 9.1 fool4 3.7
1715         //          Here, a - in front of the duration means that no delay is to be
1716         //          added after this message
1717         // wait: average time between messages
1718         // delay: initial delay before the first message
1719         
1720         float i, n;
1721         self.use = target_voicescript_use;
1722
1723         n = tokenize_console(self.message);
1724         self.cnt = n / 2;
1725         for(i = 0; i+1 < n; i += 2)
1726         {
1727                 if(argv(i) == "*")
1728                 {
1729                         self.cnt = i / 2;
1730                         ++i;
1731                 }
1732                 precache_sound(strcat(self.netname, "/", argv(i), ".wav"));
1733         }
1734 }
1735
1736
1737
1738 void trigger_relay_teamcheck_use()
1739 {
1740         if(activator.team)
1741         {
1742                 if(self.spawnflags & 2)
1743                 {
1744                         if(activator.team != self.team)
1745                                 SUB_UseTargets();
1746                 }
1747                 else
1748                 {
1749                         if(activator.team == self.team)
1750                                 SUB_UseTargets();
1751                 }
1752         }
1753         else
1754         {
1755                 if(self.spawnflags & 1)
1756                         SUB_UseTargets();
1757         }
1758 }
1759
1760 void trigger_relay_teamcheck_reset()
1761 {
1762         self.team = self.team_saved;
1763 }
1764
1765 void spawnfunc_trigger_relay_teamcheck()
1766 {
1767         self.team_saved = self.team;
1768         self.use = trigger_relay_teamcheck_use;
1769         self.reset = trigger_relay_teamcheck_reset;
1770 }
1771
1772
1773
1774 void trigger_disablerelay_use()
1775 {
1776         entity e;
1777
1778         float a, b;
1779         a = b = 0;
1780
1781         for(e = world; (e = find(e, targetname, self.target)); )
1782         {
1783                 if(e.use == SUB_UseTargets)
1784                 {
1785                         e.use = SUB_DontUseTargets;
1786                         ++a;
1787                 }
1788                 else if(e.use == SUB_DontUseTargets)
1789                 {
1790                         e.use = SUB_UseTargets;
1791                         ++b;
1792                 }
1793         }
1794
1795         if((!a) == (!b))
1796                 print("Invalid use of trigger_disablerelay: ", ftos(a), " relays were on, ", ftos(b), " relays were off!\n");
1797 }
1798
1799 void spawnfunc_trigger_disablerelay()
1800 {
1801         self.use = trigger_disablerelay_use;
1802 }
1803
1804 float magicear_matched;
1805 string trigger_magicear_processmessage(entity ear, entity source, float teamsay, entity privatesay, string msgin)
1806 {
1807         float domatch, dotrigger, matchstart, l;
1808         string s, msg;
1809         entity oldself;
1810
1811         magicear_matched = FALSE;
1812
1813         dotrigger = ((self.classname == "player") && (self.deadflag == DEAD_NO) && ((ear.radius == 0) || (vlen(source.origin - ear.origin) <= ear.radius)));
1814         domatch = ((ear.spawnflags & 32) || dotrigger);
1815         if not(domatch)
1816                 return msgin;
1817
1818         if(privatesay)
1819         {
1820                 if(ear.spawnflags & 4)
1821                         return msgin;
1822         }
1823         else
1824         {
1825                 if(!teamsay)
1826                         if(ear.spawnflags & 1)
1827                                 return msgin;
1828                 if(teamsay > 0)
1829                         if(ear.spawnflags & 2)
1830                                 return msgin;
1831                 if(teamsay < 0)
1832                         if(ear.spawnflags & 8)
1833                                 return msgin;
1834         }
1835         
1836         matchstart = -1;
1837         l = strlen(ear.message);
1838
1839         if(self.spawnflags & 128)
1840                 msg = msgin;
1841         else
1842                 msg = strdecolorize(msgin);
1843
1844         if(substring(ear.message, 0, 1) == "*")
1845         {
1846                 if(substring(ear.message, -1, 1) == "*")
1847                 {
1848                         // two wildcards
1849                         // as we need multi-replacement here...
1850                         s = substring(ear.message, 1, -2);
1851                         l -= 2;
1852                         if(strstrofs(msg, s, 0) >= 0)
1853                                 matchstart = -2; // we use strreplace on s
1854                 }
1855                 else
1856                 {
1857                         // match at start
1858                         s = substring(ear.message, 1, -1);
1859                         l -= 1;
1860                         if(substring(msg, -l, l) == s)
1861                                 matchstart = strlen(msg) - l;
1862                 }
1863         }
1864         else
1865         {
1866                 if(substring(ear.message, -1, 1) == "*")
1867                 {
1868                         // match at end
1869                         s = substring(ear.message, 0, -2);
1870                         l -= 1;
1871                         if(substring(msg, 0, l) == s)
1872                                 matchstart = 0;
1873                 }
1874                 else
1875                 {
1876                         // full match
1877                         s = ear.message;
1878                         if(msg == ear.message)
1879                                 matchstart = 0;
1880                 }
1881         }
1882
1883         if(matchstart == -1) // no match
1884                 return msgin;
1885
1886         magicear_matched = TRUE;
1887
1888         if(dotrigger)
1889         {
1890                 oldself = activator = self;
1891                 self = ear;
1892                 SUB_UseTargets();
1893                 self = oldself;
1894         }
1895
1896         if(ear.spawnflags & 16)
1897         {
1898                 return ear.netname;
1899         }
1900         else if(ear.netname != "")
1901         {
1902                 if(matchstart < 0)
1903                         return strreplace(s, ear.netname, msg);
1904                 else
1905                         return strcat(
1906                                 substring(msg, 0, matchstart),
1907                                 ear.netname,
1908                                 substring(msg, matchstart + l, -1)
1909                         );
1910         }
1911         else
1912                 return msgin;
1913 }
1914
1915 entity magicears;
1916 string trigger_magicear_processmessage_forallears(entity source, float teamsay, entity privatesay, string msgin)
1917 {
1918         entity ear;
1919         string msgout;
1920         for(ear = magicears; ear; ear = ear.enemy)
1921         {
1922                 msgout = trigger_magicear_processmessage(ear, source, teamsay, privatesay, msgin);
1923                 if not(ear.spawnflags & 64)
1924                         if(magicear_matched)
1925                                 return msgout;
1926                 msgin = msgout;
1927         }
1928         return msgin;
1929 }
1930
1931 void spawnfunc_trigger_magicear()
1932 {
1933         self.enemy = magicears;
1934         magicears = self;
1935
1936         // actually handled in "say" processing
1937         // spawnflags:
1938         //   1 = ignore say
1939         //   2 = ignore teamsay
1940         //   4 = ignore tell
1941         //   8 = ignore tell to unknown player
1942         //   16 = let netname replace the whole message (otherwise, netname is a word replacement if set)
1943         //   32 = perform the replacement even if outside the radius or dead
1944         //   64 = continue replacing/triggering even if this one matched
1945         // message: either
1946         //   *pattern*
1947         // or
1948         //   *pattern
1949         // or
1950         //   pattern*
1951         // or
1952         //   pattern
1953         // netname:
1954         //   if set, replacement for the matched text
1955         // radius:
1956         //   "hearing distance"
1957         // target:
1958         //   what to trigger
1959 }
1960
1961 void relay_activators_use()
1962 {
1963         entity trg, os;
1964         
1965         os = self;
1966         
1967         for(trg = world; (trg = find(trg, targetname, os.target)); )
1968         {
1969                 self = trg;
1970                 if (trg.setactive)
1971                         trg.setactive(os.cnt);
1972                 else
1973                 {
1974                         //bprint("Not using setactive\n");
1975                         if(os.cnt == ACTIVE_TOGGLE)
1976                                 if(trg.active == ACTIVE_ACTIVE)
1977                                         trg.active = ACTIVE_NOT;
1978                                 else    
1979                                         trg.active = ACTIVE_ACTIVE;
1980                         else
1981                                 trg.active = os.cnt;
1982                 }               
1983         }
1984         self = os;
1985 }
1986
1987 void spawnfunc_relay_activate()
1988 {
1989         self.cnt = ACTIVE_ACTIVE;
1990         self.use = relay_activators_use;
1991 }
1992
1993 void spawnfunc_relay_deactivate()
1994 {
1995         self.cnt = ACTIVE_NOT;
1996         self.use = relay_activators_use;        
1997 }
1998
1999 void spawnfunc_relay_activatetoggle()
2000 {
2001         self.cnt = ACTIVE_TOGGLE;
2002         self.use = relay_activators_use;        
2003 }
2004
2005 .string chmap, gametype;
2006 void spawnfunc_target_changelevel_use()
2007 {
2008         if(self.gametype != "")
2009                 MapInfo_SwitchGameType(MapInfo_Type_FromString(self.gametype));
2010
2011         if (self.chmap == "")
2012                 localcmd("endmatch\n");
2013         else
2014                 localcmd(strcat("changelevel ", self.chmap, "\n"));
2015 };
2016
2017 void spawnfunc_target_changelevel()
2018 {
2019         self.use = spawnfunc_target_changelevel_use;
2020 };