-#if defined(CSQC)
-#elif defined(MENUQC)
-#elif defined(SVQC)
- #include "../dpdefs/progsdefs.qh"
- #include "../dpdefs/dpextensions.qh"
- #include "../warpzonelib/util_server.qh"
- #include "../common/constants.qh"
- #include "../common/util.qh"
- #include "../common/monsters/monsters.qh"
- #include "../common/weapons/weapons.qh"
- #include "weapons/csqcprojectile.qh"
- #include "autocvars.qh"
- #include "constants.qh"
- #include "defs.qh"
- #include "../common/notifications.qh"
- #include "../common/deathtypes.qh"
- #include "../common/mapinfo.qh"
-#endif
+#include "g_triggers.qh"
+#include "t_jumppads.qh"
void SUB_DontUseTargets()
{
}
-void() SUB_UseTargets;
-
void DelayThink()
{
activator = self.enemy;
//=============================================================================
-const float SPAWNFLAG_NOMESSAGE = 1;
-const float SPAWNFLAG_NOTOUCH = 1;
-
// the wait time has passed, so set back up for another activation
void multi_wait()
{
self.enemy = world; // let's just destroy it, if taking over is too much work
}
-.float triggerhurttime;
void trigger_hurt_touch()
{
if (self.active != ACTIVE_ACTIVE)
set dmg to damage amount
defalt dmg = 5
*/
-.entity trigger_hurt_next;
-entity trigger_hurt_last;
-entity trigger_hurt_first;
void spawnfunc_trigger_hurt()
{
EXACTTRIGGER_INIT;
//
//////////////////////////////////////////////////////////////
-.float triggerhealtime;
void trigger_heal_touch()
{
if (self.active != ACTIVE_ACTIVE)
//
//////////////////////////////////////////////////////////////
-.entity trigger_gravity_check;
void trigger_gravity_remove(entity own)
{
if(own.trigger_gravity_check.owner == own)
//=============================================================================
// TODO add a way to do looped sounds with sound(); then complete this entity
-.float volume, atten;
-void target_speaker_use_off();
void target_speaker_use_activator()
{
if (!IS_REAL_CLIENT(activator))
self.effects = EF_STARDUST;
}
-.string bgmscript;
-.float bgmscriptattack;
-.float bgmscriptdecay;
-.float bgmscriptsustain;
-.float bgmscriptrelease;
float pointparticles_SendEntity(entity to, float fl)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_POINTPARTICLES);
Net_LinkEntity(self, false, 0, rainsnow_SendEntity);
}
-.float modelscale;
void misc_laser_aim()
{
vector a;
else
{
a = vectoangles(self.enemy.origin - self.origin);
- a_x = -a.x;
+ a.x = -a.x;
if(a != self.mangle)
{
self.mangle = a;
self.enemy = find(world, targetname, self.target);
}
-.entity pusher;
void misc_laser_think()
{
vector o;
}
// tZorks trigger impulse / gravity
-.float radius;
-.float falloff;
-.float strength;
-.float lastpushtime;
// targeted (directional) mode
void trigger_impulse_touch1()
-.entity voicescript; // attached voice script
-.float voicescript_index; // index of next voice, or -1 to use the randomized ones
-.float voicescript_nextthink; // time to play next voice
-.float voicescript_voiceend; // time when this voice ends
-
void target_voicescript_clear(entity pl)
{
pl.voicescript = world;
self.use = trigger_disablerelay_use;
}
-float magicear_matched;
-float W_Tuba_HasPlayed(entity pl, string melody, float instrument, float ignorepitch, float mintempo, float maxtempo);
string trigger_magicear_processmessage(entity ear, entity source, float teamsay, entity privatesay, string msgin)
{
float domatch, dotrigger, matchstart, l;
return msgin;
}
-entity magicears;
string trigger_magicear_processmessage_forallears(entity source, float teamsay, entity privatesay, string msgin)
{
entity ear;
self.use = relay_activators_use;
}
-.string chmap, gametype;
void spawnfunc_target_changelevel_use()
{
if(self.gametype != "")