-
-void trigger_keylock_touch(void) {
- bool key_used = false;
- bool started_delay = false;
-
- // only player may trigger the lock
- if (!IS_PLAYER(other))
- return;
-
-
- // check silver key
- if (self.itemkeys)
- key_used = item_keys_usekey(self, other);
-
- activator = other;
-
- if (self.itemkeys) {
- // at least one of the keys is missing
- if (key_used) {
- // one or more keys were given, but others are still missing!
- play2(other, self.noise1);
- Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_DOOR_LOCKED_ALSONEED, item_keys_keylist(self.itemkeys));
- other.key_door_messagetime = time + 2;
- } else if (other.key_door_messagetime <= time) {
- // no keys were given
- play2(other, self.noise2);
- Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_DOOR_LOCKED_NEED, item_keys_keylist(self.itemkeys));
- other.key_door_messagetime = time + 2;
- }
-
- // trigger target2
- if (self.delay <= time || started_delay == true)
- if (self.target2) {
- trigger_keylock_trigger(self.target2);
- started_delay = true;
- self.delay = time + self.wait;
- }
- } else {
- // all keys were given!
- play2(other, self.noise);
- centerprint(other, self.message);
-
- if (self.target)
- trigger_keylock_trigger(self.target);
-
- if (self.killtarget)
- trigger_keylock_kill(self.killtarget);
-
- remove(self);
- }
-
-};
-
-/*QUAKED trigger_keylock (.0 .5 .8) ?
-Keylock trigger. Must target other entities.
-This trigger will trigger target entities when all required keys are provided.
--------- KEYS --------
-itemkeys: A bit field with key IDs that are needed to open this lock.
-sounds: 1 to play misc/secret.wav, 2 to play misc/talk.wav, 3 to play misc/trigger1.wav (3 is default)
-target: trigger all entities with this targetname when triggered and all keys have been given to it, then remove this trigger
-target2: trigger all entities with this targetname when triggered without giving it all the required keys.
-killtarget: remove all entities with this targetname when triggered with all the needed keys.
-message: print this message to the player who activated the trigger when all needed keys have been given.
-message2: print this message to the player who activated the trigger when not all of the needed keys have been given.
-noise: sound to play when lock gets unlocked (default: see sounds)
-noise1: sound to play when only some of the needed key were used but not all (default: misc/decreasevalue.wav)
-noise2: sound to play when a key is missing (default: misc/talk.wav)
-wait: prevent triggering again for this amount of time (default: 5) - applies to target2, target3, target4.
----------NOTES----------
-If spawned without any key specified in itemkeys, this trigger will display an error and remove itself.
-message2 and noise2 will be resent to the player every 2 seconds while he is in the trigger zone.
-*/
-void spawnfunc_trigger_keylock(void) {
- if (!self.itemkeys) {
- remove(self);
- return;
- }
-
- // set unlocked message
- if (self.message == "")
- self.message = "Unlocked!";
-
- // set default unlock noise
- if (self.noise == "") {
- if (self.sounds == 1)
- self.noise = "misc/secret.wav";
- else if (self.sounds == 2)
- self.noise = "misc/talk.wav";
- else //if (self.sounds == 3) {
- self.noise = "misc/trigger1.wav";
- }
-
- // set default use key sound
- if (self.noise1 == "")
- self.noise1 = "misc/decreasevalue.wav";
-
- // set closed sourd
- if (self.noise2 == "")
- self.noise2 = "misc/talk.wav";
-
- // delay between triggering message2 and trigger2
- if (!self.wait)
- self.wait = 5;
-
- // precache sounds
- precache_sound(self.noise);
- precache_sound(self.noise1);
- precache_sound(self.noise2);
-
- EXACTTRIGGER_INIT;
-
- self.touch = trigger_keylock_touch;
-};
-
-