.float triggerhurttime;
void trigger_hurt_touch()
{
+ if (self.active != ACTIVE_ACTIVE)
+ return;
+
+ if(self.team)
+ if((self.spawnflags & 4 == 0) == (self.team != other.team))
+ return;
+
// only do the EXACTTRIGGER_TOUCH checks when really needed (saves some cpu)
if (other.iscreature)
{
void spawnfunc_trigger_hurt()
{
EXACTTRIGGER_INIT;
+ self.active = ACTIVE_ACTIVE;
self.touch = trigger_hurt_touch;
if (!self.dmg)
self.dmg = 1000;
self.message = "was in the wrong place";
if (!self.message2)
self.message2 = "was thrown into a world of hurt by";
+ // self.message = "someone like %s always gets wrongplaced";
if(!trigger_hurt_first)
trigger_hurt_first = self;
.float triggerhealtime;
void trigger_heal_touch()
{
+ if (self.active != ACTIVE_ACTIVE)
+ return;
+
// only do the EXACTTRIGGER_TOUCH checks when really needed (saves some cpu)
if (other.iscreature)
{
void spawnfunc_trigger_heal()
{
+ self.active = ACTIVE_ACTIVE;
+
EXACTTRIGGER_INIT;
self.touch = trigger_heal_touch;
if (!self.health)
//////////////////////////////////////////////////////////////
.entity trigger_gravity_check;
+void trigger_gravity_remove(entity own)
+{
+ if(own.trigger_gravity_check.owner == own)
+ {
+ UpdateCSQCProjectile(own);
+ own.gravity = own.trigger_gravity_check.gravity;
+ remove(own.trigger_gravity_check);
+ }
+ else
+ backtrace("Removing a trigger_gravity_check with no valid owner");
+ own.trigger_gravity_check = world;
+}
void trigger_gravity_check_think()
{
// This spawns when a player enters the gravity zone and checks if he left.
- // Each frame, self.cnt is set to 2 by trigger_gravity_touch() and decreased by 1 here.
+ // Each frame, self.count is set to 2 by trigger_gravity_touch() and decreased by 1 here.
// It the player has left the gravity trigger, this will be allowed to reach 0 and indicate that.
- if(self.cnt <= 0)
+ if(self.count <= 0)
{
- UpdateCSQCProjectile(self.owner);
- self.owner.gravity = self.gravity;
- self.owner.trigger_gravity_check = world;
- remove(self);
+ if(self.owner.trigger_gravity_check == self)
+ trigger_gravity_remove(self.owner);
+ else
+ remove(self);
+ return;
}
else
{
- self.cnt -= 1;
+ self.count -= 1;
self.nextthink = time;
}
};
{
if(other.trigger_gravity_check)
{
- other.trigger_gravity_check.cnt = 2; // gravity one more frames...
- return;
+ if(self == other.trigger_gravity_check.enemy)
+ {
+ // same?
+ other.trigger_gravity_check.count = 2; // gravity one more frame...
+ return;
+ }
+
+ // compare prio
+ if(self.cnt > other.trigger_gravity_check.enemy.cnt)
+ trigger_gravity_remove(other);
+ else
+ return;
}
other.trigger_gravity_check = spawn();
+ other.trigger_gravity_check.enemy = self;
other.trigger_gravity_check.owner = other;
other.trigger_gravity_check.gravity = other.gravity;
other.trigger_gravity_check.think = trigger_gravity_check_think;
other.trigger_gravity_check.nextthink = time;
- other.trigger_gravity_check.cnt = 2;
+ other.trigger_gravity_check.count = 2;
if(other.gravity)
g *= other.gravity;
}
if(!self.cnt)
self.cnt = particleeffectnum(self.mdl);
- Net_LinkEntity(self, FALSE, 0, pointparticles_SendEntity);
+ Net_LinkEntity(self, (self.spawnflags & 4), 0, pointparticles_SendEntity);
IFTARGETED
{
{
vector o;
entity oldself;
+ entity hitent;
+ vector hitloc;
self.nextthink = time;
o = self.origin + v_forward * 32768;
}
- if(self.dmg)
+ if(self.dmg || self.enemy.target != "")
{
- if(self.dmg < 0)
- FireRailgunBullet(self.origin, o, 100000, 0, 0, 0, 0, 0, DEATH_HURTTRIGGER);
- else
- FireRailgunBullet(self.origin, o, self.dmg * frametime, 0, 0, 0, 0, 0, DEATH_HURTTRIGGER);
+ traceline(self.origin, o, MOVE_NORMAL, self);
}
+ hitent = trace_ent;
+ hitloc = trace_endpos;
if(self.enemy.target != "") // DETECTOR laser
{
- traceline(self.origin, o, MOVE_NORMAL, self);
if(trace_ent.iscreature)
{
- self.pusher = trace_ent;
+ self.pusher = hitent;
if(!self.count)
{
self.count = 1;
}
}
}
+
+ if(self.dmg)
+ {
+ if(self.team)
+ if((self.spawnflags & 8 == 0) == (self.team != hitent.team))
+ return;
+ if(hitent.takedamage)
+ Damage(hitent, self, self, ((self.dmg < 0) ? 100000 : (self.dmg * frametime)), DEATH_HURTTRIGGER, hitloc, '0 0 0');
+ }
}
float laser_SendEntity(entity to, float fl)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_LASER);
- fl = fl - (fl & 0xE0); // use that bit to indicate finite length laser
+ fl = fl - (fl & 0xF0); // use that bit to indicate finite length laser
if(self.spawnflags & 2)
fl |= 0x80;
if(self.alpha)
fl |= 0x40;
if(self.scale != 1 || self.modelscale != 1)
fl |= 0x20;
+ if(self.spawnflags & 4)
+ fl |= 0x10;
WriteByte(MSG_ENTITY, fl);
if(fl & 1)
{
WriteByte(MSG_ENTITY, bound(0, self.scale * 16.0, 255));
WriteByte(MSG_ENTITY, bound(0, self.modelscale * 16.0, 255));
}
- WriteShort(MSG_ENTITY, self.cnt + 1);
+ if((fl & 0x80) || !(fl & 0x10)) // effect doesn't need sending if the laser is infinite and has collision testing turned off
+ WriteShort(MSG_ENTITY, self.cnt + 1);
}
if(fl & 2)
{
self.scale = 1;
if(!self.modelscale)
self.modelscale = 1;
+ else if(self.modelscale < 0)
+ self.modelscale = 0;
self.think = misc_laser_think;
self.nextthink = time;
InitializeEntity(self, misc_laser_init, INITPRIO_FINDTARGET);
float pushdeltatime;
float str;
+ if (self.active != ACTIVE_ACTIVE)
+ return;
+
// FIXME: Better checking for what to push and not.
if not(other.iscreature)
if (other.classname != "corpse")
if(!pushdeltatime) return;
other.velocity = other.velocity + normalize(targ.origin - self.origin) * str * pushdeltatime;
- other.flags &~= FL_ONGROUND;
+ other.flags &~= FL_ONGROUND;
+ UpdateCSQCProjectile(other);
}
// Directionless (accelerator/decelerator) mode
{
float pushdeltatime;
+ if (self.active != ACTIVE_ACTIVE)
+ return;
+
// FIXME: Better checking for what to push and not.
if not(other.iscreature)
if (other.classname != "corpse")
// div0: ticrate independent, 1 = identity (not 20)
other.velocity = other.velocity * pow(self.strength, pushdeltatime);
+ UpdateCSQCProjectile(other);
}
// Spherical (gravity/repulsor) mode
float pushdeltatime;
float str;
+ if (self.active != ACTIVE_ACTIVE)
+ return;
+
// FIXME: Better checking for what to push and not.
if not(other.iscreature)
if (other.classname != "corpse")
str = self.strength;
other.velocity = other.velocity + normalize(other.origin - self.origin) * str * pushdeltatime;
+ UpdateCSQCProjectile(other);
}
/*QUAKED spawnfunc_trigger_impulse (.5 .5 .5) ?
void spawnfunc_trigger_impulse()
{
+ self.active = ACTIVE_ACTIVE;
+
EXACTTRIGGER_INIT;
if(self.radius)
{
// target:
// what to trigger
}
+
+void relay_activators_use()
+{
+ entity trg, os;
+
+ os = self;
+
+ for(trg = world; (trg = find(trg, targetname, os.target)); )
+ {
+ self = trg;
+ if (trg.setactive)
+ trg.setactive(os.cnt);
+ else
+ {
+ //bprint("Not using setactive\n");
+ if(os.cnt == ACTIVE_TOGGLE)
+ if(trg.active == ACTIVE_ACTIVE)
+ trg.active = ACTIVE_NOT;
+ else
+ trg.active = ACTIVE_ACTIVE;
+ else
+ trg.active = os.cnt;
+ }
+ }
+ self = os;
+}
+
+void spawnfunc_relay_activate()
+{
+ self.cnt = ACTIVE_ACTIVE;
+ self.use = relay_activators_use;
+}
+
+void spawnfunc_relay_deactivate()
+{
+ self.cnt = ACTIVE_NOT;
+ self.use = relay_activators_use;
+}
+
+void spawnfunc_relay_activatetoggle()
+{
+ self.cnt = ACTIVE_TOGGLE;
+ self.use = relay_activators_use;
+}
+
+.string chmap, gametype;
+void spawnfunc_target_changelevel_use()
+{
+ if(self.gametype != "")
+ MapInfo_SwitchGameType(MapInfo_Type_FromString(self.gametype));
+
+ if (self.chmap == "")
+ localcmd("endmatch\n");
+ else
+ localcmd(strcat("changelevel ", self.chmap, "\n"));
+};
+
+void spawnfunc_target_changelevel()
+{
+ self.use = spawnfunc_target_changelevel_use;
+};