3 * trigger given targets
5 void trigger_keylock_trigger(entity this, entity actor, string s)
7 for(entity t = NULL; (t = find(t, targetname, s)); )
13 * kill killtarget of trigger keylock.
15 void trigger_keylock_kill(string s)
18 for(t = NULL; (t = find(t, targetname, s)); )
22 void trigger_keylock_touch(entity this, entity toucher)
24 bool key_used = false;
25 bool started_delay = false;
27 // only player may trigger the lock
28 if(!IS_PLAYER(toucher))
35 entity store = PS(toucher);
37 entity store = toucher;
39 key_used = item_keys_usekey(this, store);
45 // at least one of the keys is missing
48 // one or more keys were given, but others are still missing!
49 play2(toucher, this.noise1);
50 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_DOOR_LOCKED_ALSONEED, item_keys_keylist(this.itemkeys));
51 toucher.key_door_messagetime = time + 2;
53 else if(toucher.key_door_messagetime <= time)
56 play2(toucher, this.noise2);
57 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_DOOR_LOCKED_NEED, item_keys_keylist(this.itemkeys));
58 toucher.key_door_messagetime = time + 2;
63 if(this.delay <= time || started_delay == true)
66 trigger_keylock_trigger(this, toucher, this.target2);
68 this.delay = time + this.wait;
74 // all keys were given!
75 play2(toucher, this.noise);
76 centerprint(toucher, this.message);
80 trigger_keylock_trigger(this, toucher, this.target);
83 trigger_keylock_kill(this.killtarget);
90 REGISTER_NET_LINKED(ENT_CLIENT_KEYLOCK)
93 bool trigger_keylock_send(entity this, entity to, int sf)
95 WriteHeader(MSG_ENTITY, ENT_CLIENT_KEYLOCK);
97 WriteInt24_t(MSG_ENTITY, this.itemkeys);
98 WriteByte(MSG_ENTITY, this.height);
100 trigger_common_write(this, true);
105 void trigger_keylock_link(entity this)
107 // uncomment to network keylocks
108 //Net_LinkEntity(this, false, 0, trigger_keylock_send);
111 /*QUAKED trigger_keylock (.0 .5 .8) ?
112 Keylock trigger. Must target other entities.
113 This trigger will trigger target entities when all required keys are provided.
114 -------- KEYS --------
115 itemkeys: A bit field with key IDs that are needed to open this lock.
116 sounds: 1 to play misc/secret.wav, 2 to play misc/talk.wav, 3 to play misc/trigger1.wav (3 is default)
117 target: trigger all entities with this targetname when triggered and all keys have been given to it, then remove this trigger
118 target2: trigger all entities with this targetname when triggered without giving it all the required keys.
119 killtarget: remove all entities with this targetname when triggered with all the needed keys.
120 message: print this message to the player who activated the trigger when all needed keys have been given.
121 message2: print this message to the player who activated the trigger when not all of the needed keys have been given.
122 noise: sound to play when lock gets unlocked (default: see sounds)
123 noise1: sound to play when only some of the needed key were used but not all (default: misc/decreasevalue.wav)
124 noise2: sound to play when a key is missing (default: misc/talk.wav)
125 wait: prevent triggering again for this amount of time (default: 5) - applies to target2, target3, target4.
126 ---------NOTES----------
127 If spawned without any key specified in itemkeys, this trigger will display an error and remove itself.
128 message2 and noise2 will be resent to the player every 2 seconds while they are in the trigger zone.
130 spawnfunc(trigger_keylock)
132 if(!this.itemkeys) { delete(this); return; }
134 // set unlocked message
135 if(this.message == "")
136 this.message = "Unlocked!";
138 // set default unlock noise
142 this.noise = "misc/secret.wav";
143 else if(this.sounds == 2)
144 this.noise = strzone(SND(TALK));
145 else //if (this.sounds == 3) {
146 this.noise = "misc/trigger1.wav";
149 // set default use key sound
150 if(this.noise1 == "")
151 this.noise1 = "misc/decreasevalue.wav";
154 if(this.noise2 == "")
155 this.noise2 = SND(TALK);
157 // delay between triggering message2 and trigger2
158 if(!this.wait) { this.wait = 5; }
161 precache_sound(this.noise);
162 precache_sound(this.noise1);
163 precache_sound(this.noise2);
167 settouch(this, trigger_keylock_touch);
169 trigger_keylock_link(this);
172 NET_HANDLE(ENT_CLIENT_KEYLOCK, bool isnew)
174 this.itemkeys = ReadInt24_t();
175 this.height = ReadByte();
177 trigger_common_read(this, true);
181 this.entremove = trigger_remove_generic;