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Merge branch 'master' into martin-t/defaults
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mapobjects / func / button.qc
1 #include "button.qh"
2 #ifdef SVQC
3 // button and multiple button
4
5 void button_wait(entity this);
6 void button_return(entity this);
7
8 void button_wait(entity this)
9 {
10         this.state = STATE_TOP;
11         if(this.wait >= 0)
12         {
13                 this.nextthink = this.ltime + this.wait;
14                 setthink(this, button_return);
15         }
16         SUB_UseTargets(this, this.enemy, NULL);
17         this.frame = 1;                 // use alternate textures
18 }
19
20 void button_done(entity this)
21 {
22         this.state = STATE_BOTTOM;
23 }
24
25 void button_return(entity this)
26 {
27         this.state = STATE_DOWN;
28         SUB_CalcMove (this, this.pos1, TSPEED_LINEAR, this.speed, button_done);
29         this.frame = 0;                 // use normal textures
30         if (this.health)
31                 this.takedamage = DAMAGE_YES;   // can be shot again
32 }
33
34
35 void button_blocked(entity this, entity blocker)
36 {
37         // do nothing, just don't come all the way back out
38 }
39
40
41 void button_fire(entity this)
42 {
43         this.health = this.max_health;
44         this.takedamage = DAMAGE_NO;    // will be reset upon return
45
46         if (this.state == STATE_UP || this.state == STATE_TOP)
47                 return;
48
49         if (this.noise != "")
50                 _sound (this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
51
52         this.state = STATE_UP;
53         SUB_CalcMove (this, this.pos2, TSPEED_LINEAR, this.speed, button_wait);
54 }
55
56 void button_reset(entity this)
57 {
58         this.health = this.max_health;
59         setorigin(this, this.pos1);
60         this.frame = 0;                 // use normal textures
61         this.state = STATE_BOTTOM;
62         this.velocity = '0 0 0';
63         setthink(this, func_null);
64         this.nextthink = 0;
65         if (this.health)
66                 this.takedamage = DAMAGE_YES;   // can be shot again
67 }
68
69 void button_use(entity this, entity actor, entity trigger)
70 {
71         if(this.active != ACTIVE_ACTIVE)
72                 return;
73
74         this.enemy = actor;
75         button_fire(this);
76 }
77
78 void button_touch(entity this, entity toucher)
79 {
80         if (!toucher)
81                 return;
82         if (!toucher.iscreature)
83                 return;
84         if(toucher.velocity * this.movedir < 0)
85                 return;
86         this.enemy = toucher;
87         if (toucher.owner)
88                 this.enemy = toucher.owner;
89         button_fire (this);
90 }
91
92 void button_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
93 {
94         if(this.spawnflags & NOSPLASH)
95                 if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
96                         return;
97         if (this.spawnflags & BUTTON_DONTACCUMULATEDMG)
98         {
99                 if (this.health <= damage)
100                 {
101                         this.enemy = attacker;
102                         button_fire(this);
103                 }
104         }
105         else
106         {
107                 this.health = this.health - damage;
108                 if (this.health <= 0)
109                 {
110                         this.enemy = attacker;
111                         button_fire(this);
112                 }
113         }
114 }
115
116
117 /*QUAKED spawnfunc_func_button (0 .5 .8) ?
118 When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.
119
120 "angle"         determines the opening direction
121 "target"        all entities with a matching targetname will be used
122 "speed"         override the default 40 speed
123 "wait"          override the default 1 second wait (-1 = never return)
124 "lip"           override the default 4 pixel lip remaining at end of move
125 "health"        if set, the button must be killed instead of touched. If set to -1, the button will fire on ANY attack, even damageless ones like the InstaGib laser
126 "noise"         sound that is played when the button is activated
127 */
128 spawnfunc(func_button)
129 {
130         SetMovedir(this);
131
132         if (!InitMovingBrushTrigger(this))
133                 return;
134         this.effects |= EF_LOWPRECISION;
135
136         setblocked(this, button_blocked);
137         this.use = button_use;
138
139 //      if (this.health == 0) // all buttons are now shootable
140 //              this.health = 10;
141         if (this.health)
142         {
143                 this.max_health = this.health;
144                 this.event_damage = button_damage;
145                 this.takedamage = DAMAGE_YES;
146         }
147         else
148                 settouch(this, button_touch);
149
150         if (!this.speed)
151                 this.speed = 40;
152         if (!this.wait)
153                 this.wait = 1;
154         if (!this.lip)
155                 this.lip = 4;
156
157     if(this.noise != "")
158         precache_sound(this.noise);
159
160         this.active = ACTIVE_ACTIVE;
161
162         this.pos1 = this.origin;
163         this.pos2 = this.pos1 + this.movedir*(fabs(this.movedir*this.size) - this.lip);
164     this.flags |= FL_NOTARGET;
165
166     this.reset = button_reset;
167
168         button_reset(this);
169 }
170 #endif