//
//////////////////////////////////////////////////////////////
-.float trigger_gravity_active;
.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)
{
- self.owner.gravity = 0;
- self.owner.trigger_gravity_active = 0;
- 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;
}
-}
+};
+
+void trigger_gravity_use()
+{
+ self.state = !self.state;
+};
void trigger_gravity_touch()
{
+ float g;
+
+ if(self.state != TRUE)
+ return;
+
EXACTTRIGGER_TOUCH;
+ g = self.gravity;
+
if not(self.spawnflags & 1)
{
- if(!other.trigger_gravity_active)
+ if(other.trigger_gravity_check)
{
- other.trigger_gravity_active = 1;
- other.trigger_gravity_check = spawn();
- other.trigger_gravity_check.owner = other;
- other.trigger_gravity_check.think = trigger_gravity_check_think;
- other.trigger_gravity_check.nextthink = time;
+ 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.cnt = 2;
+ 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.count = 2;
+ if(other.gravity)
+ g *= other.gravity;
}
- if (other.gravity != self.gravity)
+ if (other.gravity != g)
{
- other.gravity = self.gravity;
+ other.gravity = g;
if(self.noise != "")
sound (other, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NORM);
+ UpdateCSQCProjectile(self.owner);
}
};
void spawnfunc_trigger_gravity()
{
- if(!self.gravity)
+ if(self.gravity == 1)
return;
+
EXACTTRIGGER_INIT;
self.touch = trigger_gravity_touch;
if(self.noise != "")
precache_sound(self.noise);
+
+ self.state = TRUE;
+ IFTARGETED
+ {
+ self.use = trigger_gravity_use;
+ if(self.spawnflags & 2)
+ self.state = FALSE;
+ }
};
+//=============================================================================
+
// TODO add a way to do looped sounds with sound(); then complete this entity
.float volume, atten;
void target_speaker_use() {sound(self, CHAN_TRIGGER, self.noise, VOL_BASE * self.volume, self.atten);}
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
{