1 void SUB_DontUseTargets()
10 activator = self.enemy;
16 ==============================
19 the global "activator" should be set to the entity that initiated the firing.
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.
24 Centerprints any self.message to the activator.
26 Removes all entities with a targetname that match self.killtarget,
27 and removes them, so some events can remove other triggers.
29 Search for (string)targetname in all entities that
30 match (string)self.target and call their .use function
32 ==============================
36 local entity t, stemp, otemp, act;
45 // create a temp object to fire at a later time
47 t.classname = "DelayedUse";
48 t.nextthink = time + self.delay;
51 t.message = self.message;
52 t.killtarget = self.killtarget;
53 t.target = self.target;
61 if (activator.classname == "player" && self.message != "")
63 if(clienttype(activator) == CLIENTTYPE_REAL)
65 centerprint (activator, self.message);
67 play2(activator, "misc/talk.wav");
72 // kill the killtagets
77 for(t = world; (t = find(t, targetname, s)); )
88 for(i = 0; i < 4; ++i)
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;
100 for(t = world; (t = find(t, targetname, s)); )
103 //print(stemp.classname, " ", stemp.targetname, " -> ", t.classname, " ", t.targetname, "\n");
118 //=============================================================================
120 float SPAWNFLAG_NOMESSAGE = 1;
121 float SPAWNFLAG_NOTOUCH = 1;
123 // the wait time has passed, so set back up for another activation
128 self.health = self.max_health;
129 self.takedamage = DAMAGE_YES;
130 self.solid = SOLID_BBOX;
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
140 if (self.nextthink > time)
142 return; // allready been triggered
145 if (self.classname == "trigger_secret")
147 if (self.enemy.classname != "player")
149 found_secrets = found_secrets + 1;
150 WriteByte (MSG_ALL, SVC_FOUNDSECRET);
154 sound (self.enemy, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NORM);
156 // don't trigger again until reset
157 self.takedamage = DAMAGE_NO;
159 activator = self.enemy;
160 other = self.goalentity;
165 self.think = multi_wait;
166 self.nextthink = time + self.wait;
168 else if (self.wait == 0)
170 multi_wait(); // waiting finished
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;
181 self.goalentity = other;
182 self.enemy = activator;
188 if not(self.spawnflags & 2)
190 if not(other.iscreature)
194 if(self.team == other.team)
198 // if the trigger has an angles field, check player's facing direction
199 if (self.movedir != '0 0 0')
201 makevectors (other.angles);
202 if (v_forward * self.movedir < 0)
203 return; // not facing the right way
209 self.goalentity = other;
213 void multi_eventdamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
215 if (!self.takedamage)
217 if(self.spawnflags & DOOR_NOSPLASH)
218 if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
220 self.health = self.health - damage;
221 if (self.health <= 0)
223 self.enemy = attacker;
224 self.goalentity = inflictor;
231 if ( !(self.spawnflags & SPAWNFLAG_NOTOUCH) )
232 self.touch = multi_touch;
235 self.health = self.max_health;
236 self.takedamage = DAMAGE_YES;
237 self.solid = SOLID_BBOX;
239 self.think = SUB_Null;
240 self.team = self.team_saved;
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!
254 set "message" to text string
256 void spawnfunc_trigger_multiple()
258 self.reset = multi_reset;
259 if (self.sounds == 1)
261 precache_sound ("misc/secret.wav");
262 self.noise = "misc/secret.wav";
264 else if (self.sounds == 2)
266 precache_sound ("misc/talk.wav");
267 self.noise = "misc/talk.wav";
269 else if (self.sounds == 3)
271 precache_sound ("misc/trigger1.wav");
272 self.noise = "misc/trigger1.wav";
277 else if(self.wait < -1)
279 self.use = multi_use;
283 self.team_saved = self.team;
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
297 if ( !(self.spawnflags & SPAWNFLAG_NOTOUCH) )
299 self.touch = multi_touch;
300 setorigin (self, self.origin); // make sure it links into the world
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.
317 set "message" to text string
319 void spawnfunc_trigger_once()
322 spawnfunc_trigger_multiple();
325 //=============================================================================
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.
330 void spawnfunc_trigger_relay()
332 self.use = SUB_UseTargets;
333 self.reset = spawnfunc_trigger_relay; // this spawnfunc resets fully
338 self.think = SUB_UseTargets;
339 self.nextthink = self.wait;
344 self.think = SUB_Null;
347 void spawnfunc_trigger_delay()
352 self.use = delay_use;
353 self.reset = delay_reset;
356 //=============================================================================
361 self.count = self.count - 1;
367 if (activator.classname == "player"
368 && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
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...");
377 centerprint (activator, "Only 1 more to go...");
382 if (activator.classname == "player"
383 && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
384 centerprint(activator, "Sequence completed!");
385 self.enemy = activator;
391 self.count = self.cnt;
395 /*QUAKED spawnfunc_trigger_counter (.5 .5 .5) ? nomessage
396 Acts as an intermediary for an action that takes multiple inputs.
398 If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished.
400 After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
402 void spawnfunc_trigger_counter()
407 self.cnt = self.count;
409 self.use = counter_use;
410 self.reset = counter_reset;
413 .float triggerhurttime;
414 void trigger_hurt_touch()
416 if (self.active != ACTIVE_ACTIVE)
419 // only do the EXACTTRIGGER_TOUCH checks when really needed (saves some cpu)
420 if (other.iscreature)
422 if (other.takedamage)
423 if (other.triggerhurttime < time)
426 other.triggerhurttime = time + 1;
427 Damage (other, self, self, self.dmg, DEATH_HURTTRIGGER, other.origin, '0 0 0');
434 if (other.items & IT_KEY1 || other.items & IT_KEY2) // reset flag
437 other.pain_finished = min(other.pain_finished, time + 2);
439 else if (other.classname == "rune") // reset runes
442 other.nextthink = min(other.nextthink, time + 1);
450 /*QUAKED spawnfunc_trigger_hurt (.5 .5 .5) ?
451 Any object touching this will be hurt
452 set dmg to damage amount
455 .entity trigger_hurt_next;
456 entity trigger_hurt_last;
457 entity trigger_hurt_first;
458 void spawnfunc_trigger_hurt()
461 self.active = ACTIVE_ACTIVE;
462 self.touch = trigger_hurt_touch;
466 self.message = "was in the wrong place";
468 self.message2 = "was thrown into a world of hurt by";
469 // self.message = "someone like %s always gets wrongplaced";
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;
478 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end)
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))
489 //////////////////////////////////////////////////////////////
493 //Trigger heal --a04191b92fbd93aa67214ef7e72d6d2e
495 //////////////////////////////////////////////////////////////
497 .float triggerhealtime;
498 void trigger_heal_touch()
500 if (self.active != ACTIVE_ACTIVE)
503 // only do the EXACTTRIGGER_TOUCH checks when really needed (saves some cpu)
504 if (other.iscreature)
506 if (other.takedamage)
507 if (other.triggerhealtime < time)
510 other.triggerhealtime = time + 1;
512 if (other.health < self.max_health)
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);
522 void spawnfunc_trigger_heal()
524 self.active = ACTIVE_ACTIVE;
527 self.touch = trigger_heal_touch;
530 if (!self.max_health)
531 self.max_health = 200; //Max health topoff for field
533 self.noise = "misc/mediumhealth.wav";
534 precache_sound(self.noise);
538 //////////////////////////////////////////////////////////////
544 //////////////////////////////////////////////////////////////
546 .entity trigger_gravity_check;
547 void trigger_gravity_remove(entity own)
549 if(own.trigger_gravity_check.owner == own)
551 UpdateCSQCProjectile(own);
552 own.gravity = own.trigger_gravity_check.gravity;
553 remove(own.trigger_gravity_check);
556 backtrace("Removing a trigger_gravity_check with no valid owner");
557 own.trigger_gravity_check = world;
559 void trigger_gravity_check_think()
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.
566 if(self.owner.trigger_gravity_check == self)
567 trigger_gravity_remove(self.owner);
575 self.nextthink = time;
579 void trigger_gravity_use()
581 self.state = !self.state;
584 void trigger_gravity_touch()
588 if(self.state != TRUE)
595 if not(self.spawnflags & 1)
597 if(other.trigger_gravity_check)
599 if(self == other.trigger_gravity_check.enemy)
602 other.trigger_gravity_check.count = 2; // gravity one more frame...
607 if(self.cnt > other.trigger_gravity_check.enemy.cnt)
608 trigger_gravity_remove(other);
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;
623 if (other.gravity != g)
627 sound (other, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NORM);
628 UpdateCSQCProjectile(self.owner);
632 void spawnfunc_trigger_gravity()
634 if(self.gravity == 1)
638 self.touch = trigger_gravity_touch;
640 precache_sound(self.noise);
645 self.use = trigger_gravity_use;
646 if(self.spawnflags & 2)
651 //=============================================================================
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);}
657 void spawnfunc_target_speaker()
660 precache_sound (self.noise);
664 self.atten = ATTN_NORM;
665 else if(self.atten < 0)
669 self.use = target_speaker_use;
674 self.atten = ATTN_STATIC;
675 else if(self.atten < 0)
679 ambientsound (self.origin, self.noise, VOL_BASE * self.volume, self.atten);
684 void spawnfunc_func_stardust() {
685 self.effects = EF_STARDUST;
689 .float bgmscriptattack;
690 .float bgmscriptdecay;
691 .float bgmscriptsustain;
692 .float bgmscriptrelease;
693 float pointparticles_SendEntity(entity to, float fl)
695 WriteByte(MSG_ENTITY, ENT_CLIENT_POINTPARTICLES);
697 // optional features to save space
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
708 WriteByte(MSG_ENTITY, fl);
712 WriteCoord(MSG_ENTITY, self.impulse);
714 WriteCoord(MSG_ENTITY, 0); // off
718 WriteCoord(MSG_ENTITY, self.origin_x);
719 WriteCoord(MSG_ENTITY, self.origin_y);
720 WriteCoord(MSG_ENTITY, self.origin_z);
724 if(self.model != "null")
726 WriteShort(MSG_ENTITY, self.modelindex);
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);
739 WriteShort(MSG_ENTITY, 0);
742 WriteCoord(MSG_ENTITY, self.maxs_x);
743 WriteCoord(MSG_ENTITY, self.maxs_y);
744 WriteCoord(MSG_ENTITY, self.maxs_z);
747 WriteShort(MSG_ENTITY, self.cnt);
750 WriteShort(MSG_ENTITY, compressShortVector(self.velocity));
751 WriteShort(MSG_ENTITY, compressShortVector(self.movedir));
755 WriteShort(MSG_ENTITY, self.waterlevel * 16.0);
756 WriteByte(MSG_ENTITY, self.count * 16.0);
758 WriteString(MSG_ENTITY, self.noise);
761 WriteByte(MSG_ENTITY, floor(self.atten * 64));
762 WriteByte(MSG_ENTITY, floor(self.volume * 255));
764 WriteString(MSG_ENTITY, self.bgmscript);
765 if(self.bgmscript != "")
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));
776 void pointparticles_use()
778 self.state = !self.state;
782 void pointparticles_think()
784 if(self.origin != self.oldorigin)
787 self.oldorigin = self.origin;
789 self.nextthink = time;
792 void pointparticles_reset()
794 if(self.spawnflags & 1)
800 void spawnfunc_func_pointparticles()
803 setmodel(self, self.model);
805 precache_sound (self.noise);
807 if(!self.bgmscriptsustain)
808 self.bgmscriptsustain = 1;
809 else if(self.bgmscriptsustain < 0)
810 self.bgmscriptsustain = 0;
813 self.atten = ATTN_NORM;
814 else if(self.atten < 0)
825 setorigin(self, self.origin + self.mins);
826 setsize(self, '0 0 0', self.maxs - self.mins);
829 self.cnt = particleeffectnum(self.mdl);
831 Net_LinkEntity(self, (self.spawnflags & 4), 0, pointparticles_SendEntity);
835 self.use = pointparticles_use;
836 self.reset = pointparticles_reset;
841 self.think = pointparticles_think;
842 self.nextthink = time;
845 void spawnfunc_func_sparks()
847 // self.cnt is the amount of sparks that one burst will spawn
849 self.cnt = 25.0; // nice default value
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
858 self.count = self.cnt;
861 self.velocity = '0 0 -1';
862 self.mdl = "TE_SPARK";
863 self.impulse = 10 * self.wait; // by default 2.5/sec
865 self.cnt = 0; // use mdl
867 spawnfunc_func_pointparticles();
870 float rainsnow_SendEntity(entity to, float sf)
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);
886 /*QUAKED spawnfunc_func_rain (0 .5 .8) ?
887 This is an invisible area like a trigger, which rain falls inside of.
891 falling direction (should be something like '0 0 -700', use the X and Y velocity for wind)
893 sets color of rain (default 12 - white)
895 adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
897 void spawnfunc_func_rain()
899 self.dest = self.velocity;
900 self.velocity = '0 0 0';
902 self.dest = '0 0 -700';
903 self.angles = '0 0 0';
904 self.movetype = MOVETYPE_NONE;
905 self.solid = SOLID_NOT;
906 SetBrushEntityModel();
911 self.count = 0.01 * self.count * (self.size_x / 1024) * (self.size_y / 1024);
914 if(self.count > 65535)
917 self.state = 1; // 1 is rain, 0 is snow
920 Net_LinkEntity(self, FALSE, 0, rainsnow_SendEntity);
924 /*QUAKED spawnfunc_func_snow (0 .5 .8) ?
925 This is an invisible area like a trigger, which snow falls inside of.
929 falling direction (should be something like '0 0 -300', use the X and Y velocity for wind)
931 sets color of rain (default 12 - white)
933 adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
935 void spawnfunc_func_snow()
937 self.dest = self.velocity;
938 self.velocity = '0 0 0';
940 self.dest = '0 0 -300';
941 self.angles = '0 0 0';
942 self.movetype = MOVETYPE_NONE;
943 self.solid = SOLID_NOT;
944 SetBrushEntityModel();
949 self.count = 0.01 * self.count * (self.size_x / 1024) * (self.size_y / 1024);
952 if(self.count > 65535)
955 self.state = 0; // 1 is rain, 0 is snow
958 Net_LinkEntity(self, FALSE, 0, rainsnow_SendEntity);
962 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, float deathtype);
965 void misc_laser_aim()
970 if(self.spawnflags & 2)
972 if(self.enemy.origin != self.mangle)
974 self.mangle = self.enemy.origin;
980 a = vectoangles(self.enemy.origin - self.origin);
991 if(self.angles != self.mangle)
993 self.mangle = self.angles;
997 if(self.origin != self.oldorigin)
1000 self.oldorigin = self.origin;
1004 void misc_laser_init()
1006 if(self.target != "")
1007 self.enemy = find(world, targetname, self.target);
1011 void misc_laser_think()
1016 self.nextthink = time;
1025 o = self.enemy.origin;
1026 if not(self.spawnflags & 2)
1027 o = self.origin + normalize(o - self.origin) * 32768;
1031 makevectors(self.mangle);
1032 o = self.origin + v_forward * 32768;
1038 FireRailgunBullet(self.origin, o, 100000, 0, 0, 0, 0, 0, DEATH_HURTTRIGGER);
1040 FireRailgunBullet(self.origin, o, self.dmg * frametime, 0, 0, 0, 0, 0, DEATH_HURTTRIGGER);
1043 if(self.enemy.target != "") // DETECTOR laser
1045 traceline(self.origin, o, MOVE_NORMAL, self);
1046 if(trace_ent.iscreature)
1048 self.pusher = trace_ent;
1055 activator = self.pusher;
1068 activator = self.pusher;
1076 float laser_SendEntity(entity to, float fl)
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)
1084 if(self.scale != 1 || self.modelscale != 1)
1086 if(self.spawnflags & 4)
1088 WriteByte(MSG_ENTITY, fl);
1091 WriteCoord(MSG_ENTITY, self.origin_x);
1092 WriteCoord(MSG_ENTITY, self.origin_y);
1093 WriteCoord(MSG_ENTITY, self.origin_z);
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);
1101 WriteByte(MSG_ENTITY, self.alpha * 255.0);
1104 WriteByte(MSG_ENTITY, bound(0, self.scale * 16.0, 255));
1105 WriteByte(MSG_ENTITY, bound(0, self.modelscale * 16.0, 255));
1107 if((fl & 0x80) || !(fl & 0x10)) // effect doesn't need sending if the laser is infinite and has collision testing turned off
1108 WriteShort(MSG_ENTITY, self.cnt + 1);
1114 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
1115 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
1116 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
1120 WriteAngle(MSG_ENTITY, self.mangle_x);
1121 WriteAngle(MSG_ENTITY, self.mangle_y);
1125 WriteByte(MSG_ENTITY, self.state);
1129 /*QUAKED spawnfunc_misc_laser (.5 .5 .5) ? START_ON DEST_IS_FIXED
1130 Any object touching the beam will be hurt
1133 spawnfunc_target_position where the laser ends
1135 name of beam end effect to use
1137 color of the beam (default: red)
1139 damage per second (-1 for a laser that kills immediately)
1143 self.state = !self.state;
1144 self.SendFlags |= 4;
1150 if(self.spawnflags & 1)
1156 void spawnfunc_misc_laser()
1160 if(self.mdl == "none")
1164 self.cnt = particleeffectnum(self.mdl);
1167 self.cnt = particleeffectnum("laser_deadly");
1173 self.cnt = particleeffectnum("laser_deadly");
1180 if(self.colormod == '0 0 0')
1182 self.colormod = '1 0 0';
1184 self.message = "saw the light";
1186 self.message2 = "was pushed into a laser by";
1189 if(!self.modelscale)
1190 self.modelscale = 1;
1191 self.think = misc_laser_think;
1192 self.nextthink = time;
1193 InitializeEntity(self, misc_laser_init, INITPRIO_FINDTARGET);
1195 self.mangle = self.angles;
1197 Net_LinkEntity(self, FALSE, 0, laser_SendEntity);
1201 self.reset = laser_reset;
1203 self.use = laser_use;
1209 // tZorks trigger impulse / gravity
1213 .float lastpushtime;
1215 // targeted (directional) mode
1216 void trigger_impulse_touch1()
1219 float pushdeltatime;
1222 if (self.active != ACTIVE_ACTIVE)
1225 // FIXME: Better checking for what to push and not.
1226 if not(other.iscreature)
1227 if (other.classname != "corpse")
1228 if (other.classname != "body")
1229 if (other.classname != "gib")
1230 if (other.classname != "missile")
1231 if (other.classname != "rocket")
1232 if (other.classname != "casing")
1233 if (other.classname != "grenade")
1234 if (other.classname != "plasma")
1235 if (other.classname != "plasma_prim")
1236 if (other.classname != "plasma_chain")
1237 if (other.classname != "droppedweapon")
1238 if (other.classname != "nexball_basketball")
1239 if (other.classname != "nexball_football")
1242 if (other.deadflag && other.iscreature)
1247 targ = find(world, targetname, self.target);
1250 objerror("trigger_force without a (valid) .target!\n");
1255 if(self.falloff == 1)
1256 str = (str / self.radius) * self.strength;
1257 else if(self.falloff == 2)
1258 str = (1 - (str / self.radius)) * self.strength;
1260 str = self.strength;
1262 pushdeltatime = time - other.lastpushtime;
1263 if (pushdeltatime > 0.15) pushdeltatime = 0;
1264 other.lastpushtime = time;
1265 if(!pushdeltatime) return;
1267 other.velocity = other.velocity + normalize(targ.origin - self.origin) * str * pushdeltatime;
1268 other.flags &~= FL_ONGROUND;
1269 UpdateCSQCProjectile(other);
1272 // Directionless (accelerator/decelerator) mode
1273 void trigger_impulse_touch2()
1275 float pushdeltatime;
1277 if (self.active != ACTIVE_ACTIVE)
1280 // FIXME: Better checking for what to push and not.
1281 if not(other.iscreature)
1282 if (other.classname != "corpse")
1283 if (other.classname != "body")
1284 if (other.classname != "gib")
1285 if (other.classname != "missile")
1286 if (other.classname != "rocket")
1287 if (other.classname != "casing")
1288 if (other.classname != "grenade")
1289 if (other.classname != "plasma")
1290 if (other.classname != "plasma_prim")
1291 if (other.classname != "plasma_chain")
1292 if (other.classname != "droppedweapon")
1293 if (other.classname != "nexball_basketball")
1294 if (other.classname != "nexball_football")
1297 if (other.deadflag && other.iscreature)
1302 pushdeltatime = time - other.lastpushtime;
1303 if (pushdeltatime > 0.15) pushdeltatime = 0;
1304 other.lastpushtime = time;
1305 if(!pushdeltatime) return;
1307 // div0: ticrate independent, 1 = identity (not 20)
1308 other.velocity = other.velocity * pow(self.strength, pushdeltatime);
1309 UpdateCSQCProjectile(other);
1312 // Spherical (gravity/repulsor) mode
1313 void trigger_impulse_touch3()
1315 float pushdeltatime;
1318 if (self.active != ACTIVE_ACTIVE)
1321 // FIXME: Better checking for what to push and not.
1322 if not(other.iscreature)
1323 if (other.classname != "corpse")
1324 if (other.classname != "body")
1325 if (other.classname != "gib")
1326 if (other.classname != "missile")
1327 if (other.classname != "rocket")
1328 if (other.classname != "casing")
1329 if (other.classname != "grenade")
1330 if (other.classname != "plasma")
1331 if (other.classname != "plasma_prim")
1332 if (other.classname != "plasma_chain")
1333 if (other.classname != "droppedweapon")
1334 if (other.classname != "nexball_basketball")
1335 if (other.classname != "nexball_football")
1338 if (other.deadflag && other.iscreature)
1343 pushdeltatime = time - other.lastpushtime;
1344 if (pushdeltatime > 0.15) pushdeltatime = 0;
1345 other.lastpushtime = time;
1346 if(!pushdeltatime) return;
1348 setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
1350 str = min(self.radius, vlen(self.origin - other.origin));
1352 if(self.falloff == 1)
1353 str = (1 - str / self.radius) * self.strength; // 1 in the inside
1354 else if(self.falloff == 2)
1355 str = (str / self.radius) * self.strength; // 0 in the inside
1357 str = self.strength;
1359 other.velocity = other.velocity + normalize(other.origin - self.origin) * str * pushdeltatime;
1360 UpdateCSQCProjectile(other);
1363 /*QUAKED spawnfunc_trigger_impulse (.5 .5 .5) ?
1364 -------- KEYS --------
1365 target : If this is set, this points to the spawnfunc_target_position to which the player will get pushed.
1366 If not, this trigger acts like a damper/accelerator field.
1368 strength : This is how mutch force to add in the direction of .target each second
1369 when .target is set. If not, this is hoe mutch to slow down/accelerate
1370 someting cought inside this trigger. (1=no change, 0,5 half speed rougthly each tic, 2 = doubble)
1372 radius : If set, act as a spherical device rather then a liniar one.
1374 falloff : 0 = none, 1 = liniar, 2 = inverted liniar
1376 -------- NOTES --------
1377 Use a brush textured with common/origin in the trigger entity to determine the origin of the force
1378 in directional and sperical mode. For damper/accelerator mode this is not nessesary (and has no effect).
1381 void spawnfunc_trigger_impulse()
1383 self.active = ACTIVE_ACTIVE;
1388 if(!self.strength) self.strength = 2000 * cvar("g_triggerimpulse_radial_multiplier");
1389 setorigin(self, self.origin);
1390 setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
1391 self.touch = trigger_impulse_touch3;
1397 if(!self.strength) self.strength = 950 * cvar("g_triggerimpulse_directional_multiplier");
1398 self.touch = trigger_impulse_touch1;
1402 if(!self.strength) self.strength = 0.9;
1403 self.strength = pow(self.strength, cvar("g_triggerimpulse_accel_power")) * cvar("g_triggerimpulse_accel_multiplier");
1404 self.touch = trigger_impulse_touch2;
1409 /*QUAKED spawnfunc_trigger_flipflop (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ENABLED
1410 "Flip-flop" trigger gate... lets only every second trigger event through
1414 self.state = !self.state;
1419 void spawnfunc_trigger_flipflop()
1421 if(self.spawnflags & 1)
1423 self.use = flipflop_use;
1424 self.reset = spawnfunc_trigger_flipflop; // perfect resetter
1427 /*QUAKED spawnfunc_trigger_monoflop (.5 .5 .5) (-8 -8 -8) (8 8 8)
1428 "Mono-flop" trigger gate... turns one trigger event into one "on" and one "off" event, separated by a delay of "wait"
1432 self.nextthink = time + self.wait;
1433 self.enemy = activator;
1439 void monoflop_fixed_use()
1443 self.nextthink = time + self.wait;
1445 self.enemy = activator;
1449 void monoflop_think()
1452 activator = self.enemy;
1456 void monoflop_reset()
1462 void spawnfunc_trigger_monoflop()
1466 if(self.spawnflags & 1)
1467 self.use = monoflop_fixed_use;
1469 self.use = monoflop_use;
1470 self.think = monoflop_think;
1472 self.reset = monoflop_reset;
1475 void multivibrator_send()
1480 cyclestart = floor((time + self.phase) / (self.wait + self.respawntime)) * (self.wait + self.respawntime) - self.phase;
1482 newstate = (time < cyclestart + self.wait);
1485 if(self.state != newstate)
1487 self.state = newstate;
1490 self.nextthink = cyclestart + self.wait + 0.01;
1492 self.nextthink = cyclestart + self.wait + self.respawntime + 0.01;
1495 void multivibrator_toggle()
1497 if(self.nextthink == 0)
1499 multivibrator_send();
1512 void multivibrator_reset()
1514 if(!(self.spawnflags & 1))
1515 self.nextthink = 0; // wait for a trigger event
1517 self.nextthink = max(1, time);
1520 /*QUAKED trigger_multivibrator (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ON
1521 "Multivibrator" trigger gate... repeatedly sends trigger events. When triggered, turns on or off.
1522 -------- KEYS --------
1523 target: trigger all entities with this targetname when it goes off
1524 targetname: name that identifies this entity so it can be triggered; when off, it always uses the OFF state
1525 phase: offset of the timing
1526 wait: "on" cycle time (default: 1)
1527 respawntime: "off" cycle time (default: same as wait)
1528 -------- SPAWNFLAGS --------
1529 START_ON: assume it is already turned on (when targeted)
1531 void spawnfunc_trigger_multivibrator()
1535 if(!self.respawntime)
1536 self.respawntime = self.wait;
1539 self.use = multivibrator_toggle;
1540 self.think = multivibrator_send;
1541 self.nextthink = time;
1544 multivibrator_reset();
1553 if(self.killtarget != "")
1554 src = find(world, targetname, self.killtarget);
1555 if(self.target != "")
1556 dst = find(world, targetname, self.target);
1560 objerror("follow: could not find target/killtarget");
1566 // already done :P entity must stay
1570 else if(!src || !dst)
1572 objerror("follow: could not find target/killtarget");
1575 else if(self.spawnflags & 1)
1578 if(self.spawnflags & 2)
1580 setattachment(dst, src, self.message);
1584 attach_sameorigin(dst, src, self.message);
1591 if(self.spawnflags & 2)
1593 dst.movetype = MOVETYPE_FOLLOW;
1595 // dst.punchangle = '0 0 0'; // keep unchanged
1596 dst.view_ofs = dst.origin;
1597 dst.v_angle = dst.angles;
1601 follow_sameorigin(dst, src);
1608 void spawnfunc_misc_follow()
1610 InitializeEntity(self, follow_init, INITPRIO_FINDTARGET);
1615 void gamestart_use() {
1621 void spawnfunc_trigger_gamestart() {
1622 self.use = gamestart_use;
1623 self.reset2 = spawnfunc_trigger_gamestart;
1627 self.think = self.use;
1628 self.nextthink = game_starttime + self.wait;
1631 InitializeEntity(self, gamestart_use, INITPRIO_FINDTARGET);
1637 .entity voicescript; // attached voice script
1638 .float voicescript_index; // index of next voice, or -1 to use the randomized ones
1639 .float voicescript_nextthink; // time to play next voice
1640 .float voicescript_voiceend; // time when this voice ends
1642 void target_voicescript_clear(entity pl)
1644 pl.voicescript = world;
1647 void target_voicescript_use()
1649 if(activator.voicescript != self)
1651 activator.voicescript = self;
1652 activator.voicescript_index = 0;
1653 activator.voicescript_nextthink = time + self.delay;
1657 void target_voicescript_next(entity pl)
1662 vs = pl.voicescript;
1665 if(vs.message == "")
1667 if(pl.classname != "player")
1672 if(time >= pl.voicescript_voiceend)
1674 if(time >= pl.voicescript_nextthink)
1676 // get the next voice...
1677 n = tokenize_console(vs.message);
1679 if(pl.voicescript_index < vs.cnt)
1680 i = pl.voicescript_index * 2;
1681 else if(n > vs.cnt * 2)
1682 i = mod(pl.voicescript_index - vs.cnt, (n - vs.cnt * 2 - 1) / 2) * 2 + vs.cnt * 2 + 1;
1688 play2(pl, strcat(vs.netname, "/", argv(i), ".wav"));
1689 dt = stof(argv(i + 1));
1692 pl.voicescript_voiceend = time + dt;
1693 pl.voicescript_nextthink = pl.voicescript_voiceend + vs.wait * (0.5 + random());
1697 pl.voicescript_voiceend = time - dt;
1698 pl.voicescript_nextthink = pl.voicescript_voiceend;
1701 pl.voicescript_index += 1;
1705 pl.voicescript = world; // stop trying then
1711 void spawnfunc_target_voicescript()
1713 // netname: directory of the sound files
1714 // message: list of "sound file" duration "sound file" duration, a *, and again a list
1715 // foo1 4.1 foo2 4.0 foo3 -3.1 * fool1 1.1 fool2 7.1 fool3 9.1 fool4 3.7
1716 // Here, a - in front of the duration means that no delay is to be
1717 // added after this message
1718 // wait: average time between messages
1719 // delay: initial delay before the first message
1722 self.use = target_voicescript_use;
1724 n = tokenize_console(self.message);
1726 for(i = 0; i+1 < n; i += 2)
1733 precache_sound(strcat(self.netname, "/", argv(i), ".wav"));
1739 void trigger_relay_teamcheck_use()
1743 if(self.spawnflags & 2)
1745 if(activator.team != self.team)
1750 if(activator.team == self.team)
1756 if(self.spawnflags & 1)
1761 void trigger_relay_teamcheck_reset()
1763 self.team = self.team_saved;
1766 void spawnfunc_trigger_relay_teamcheck()
1768 self.team_saved = self.team;
1769 self.use = trigger_relay_teamcheck_use;
1770 self.reset = trigger_relay_teamcheck_reset;
1775 void trigger_disablerelay_use()
1782 for(e = world; (e = find(e, targetname, self.target)); )
1784 if(e.use == SUB_UseTargets)
1786 e.use = SUB_DontUseTargets;
1789 else if(e.use == SUB_DontUseTargets)
1791 e.use = SUB_UseTargets;
1797 print("Invalid use of trigger_disablerelay: ", ftos(a), " relays were on, ", ftos(b), " relays were off!\n");
1800 void spawnfunc_trigger_disablerelay()
1802 self.use = trigger_disablerelay_use;
1805 float magicear_matched;
1806 string trigger_magicear_processmessage(entity ear, entity source, float teamsay, entity privatesay, string msgin)
1808 float domatch, dotrigger, matchstart, l;
1812 magicear_matched = FALSE;
1814 dotrigger = ((self.classname == "player") && (self.deadflag == DEAD_NO) && ((ear.radius == 0) || (vlen(source.origin - ear.origin) <= ear.radius)));
1815 domatch = ((ear.spawnflags & 32) || dotrigger);
1821 if(ear.spawnflags & 4)
1827 if(ear.spawnflags & 1)
1830 if(ear.spawnflags & 2)
1833 if(ear.spawnflags & 8)
1838 l = strlen(ear.message);
1840 if(self.spawnflags & 128)
1843 msg = strdecolorize(msgin);
1845 if(substring(ear.message, 0, 1) == "*")
1847 if(substring(ear.message, -1, 1) == "*")
1850 // as we need multi-replacement here...
1851 s = substring(ear.message, 1, -2);
1853 if(strstrofs(msg, s, 0) >= 0)
1854 matchstart = -2; // we use strreplace on s
1859 s = substring(ear.message, 1, -1);
1861 if(substring(msg, -l, l) == s)
1862 matchstart = strlen(msg) - l;
1867 if(substring(ear.message, -1, 1) == "*")
1870 s = substring(ear.message, 0, -2);
1872 if(substring(msg, 0, l) == s)
1879 if(msg == ear.message)
1884 if(matchstart == -1) // no match
1887 magicear_matched = TRUE;
1891 oldself = activator = self;
1897 if(ear.spawnflags & 16)
1901 else if(ear.netname != "")
1904 return strreplace(s, ear.netname, msg);
1907 substring(msg, 0, matchstart),
1909 substring(msg, matchstart + l, -1)
1917 string trigger_magicear_processmessage_forallears(entity source, float teamsay, entity privatesay, string msgin)
1921 for(ear = magicears; ear; ear = ear.enemy)
1923 msgout = trigger_magicear_processmessage(ear, source, teamsay, privatesay, msgin);
1924 if not(ear.spawnflags & 64)
1925 if(magicear_matched)
1932 void spawnfunc_trigger_magicear()
1934 self.enemy = magicears;
1937 // actually handled in "say" processing
1940 // 2 = ignore teamsay
1942 // 8 = ignore tell to unknown player
1943 // 16 = let netname replace the whole message (otherwise, netname is a word replacement if set)
1944 // 32 = perform the replacement even if outside the radius or dead
1945 // 64 = continue replacing/triggering even if this one matched
1955 // if set, replacement for the matched text
1957 // "hearing distance"
1962 void relay_activators_use()
1968 for(trg = world; (trg = find(trg, targetname, os.target)); )
1972 trg.setactive(os.cnt);
1975 //bprint("Not using setactive\n");
1976 if(os.cnt == ACTIVE_TOGGLE)
1977 if(trg.active == ACTIVE_ACTIVE)
1978 trg.active = ACTIVE_NOT;
1980 trg.active = ACTIVE_ACTIVE;
1982 trg.active = os.cnt;
1988 void spawnfunc_relay_activate()
1990 self.cnt = ACTIVE_ACTIVE;
1991 self.use = relay_activators_use;
1994 void spawnfunc_relay_deactivate()
1996 self.cnt = ACTIVE_NOT;
1997 self.use = relay_activators_use;
2000 void spawnfunc_relay_activatetoggle()
2002 self.cnt = ACTIVE_TOGGLE;
2003 self.use = relay_activators_use;
2006 .string chmap, gametype;
2007 void spawnfunc_target_changelevel_use()
2009 if(self.gametype != "")
2010 MapInfo_SwitchGameType(MapInfo_Type_FromString(self.gametype));
2012 if (self.chmap == "")
2013 localcmd("endmatch\n");
2015 localcmd(strcat("changelevel ", self.chmap, "\n"));
2018 void spawnfunc_target_changelevel()
2020 self.use = spawnfunc_target_changelevel_use;