]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/t_swamp.qc
Move swamps across (as with all physics related stuff, currently does not work)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_swamp.qc
diff --git a/qcsrc/server/t_swamp.qc b/qcsrc/server/t_swamp.qc
deleted file mode 100644 (file)
index e481dc6..0000000
+++ /dev/null
@@ -1,101 +0,0 @@
-/*
-*              t_swamp.c
-*              Adds spawnfunc_trigger_swamp and suppoart routines for xonotic 1.2.1+
-*              Author tZork (Jakob MG)
-*              jakob@games43.se
-*              2005 11 29
-*/
-
-.float swamp_interval; //Hurt players in swamp with this interval
-.float swamp_slowdown; //Players in swamp get slowd down by this mutch 0-1 is slowdown 1-~ is speedup (!?)
-.entity swampslug;
-
-void spawnfunc_trigger_swamp(void);
-void swamp_touch(void);
-void swampslug_think();
-
-
-/*
-* Uses a entity calld swampslug to handle players in the swamp
-* It works like this: When the plyer enters teh swamp the spawnfunc_trigger_swamp
-* attaches a new "swampslug" to the player. As long as the plyer is inside
-* the swamp the swamp gives the slug new health. But the slug slowly kills itself
-* so when the player goes outside the swamp, it dies and releases the player from the
-* swamps curses (dmg/slowdown)
-*
-* I do it this way becuz there is no "untouch" event.
-*
-* --NOTE--
-* THE ACCTUAL slowdown is done in cl_physics.c on line 57-60
-* --NOTE--
-*/
-void swampslug_think(void)
-{
-       //Slowly kill the slug
-       self.health = self.health - 1;
-
-       //Slug dead? then remove curses.
-       if(self.health <= 0) {
-               self.owner.in_swamp = 0;
-               remove(self);
-               //centerprint(self.owner,"Killing slug...\n");
-               return;
-       }
-
-       // Slug still alive, so we are still in the swamp
-       // Or we have exited it very recently.
-       // Do the damage and renew the timer.
-       Damage (self.owner, self, self, self.dmg, DEATH_SWAMP, other.origin, '0 0 0');
-
-       self.nextthink = time + self.swamp_interval;
-}
-
-void swamp_touch(void)
-{
-       // If whatever thats touching the swamp is not a player
-       // or if its a dead player, just dont care abt it.
-       if(!IS_PLAYER(other) || other.deadflag != DEAD_NO)
-               return;
-
-       EXACTTRIGGER_TOUCH;
-
-       // Chech if player alredy got a swampslug.
-       if(other.in_swamp != 1) {
-               // If not attach one.
-               //centerprint(other,"Entering swamp!\n");
-               other.swampslug = spawn();
-               other.swampslug.health = 2;
-               other.swampslug.think = swampslug_think;
-               other.swampslug.nextthink = time;
-               other.swampslug.owner = other;
-               other.swampslug.dmg = self.dmg;
-               other.swampslug.swamp_interval = self.swamp_interval;
-               other.swamp_slowdown = self.swamp_slowdown;
-               other.in_swamp = 1;
-               return;
-       }
-
-       //other.in_swamp = 1;
-
-       //Revitalize players swampslug
-       other.swampslug.health = 2;
-}
-
-/*QUAKED spawnfunc_trigger_swamp (.5 .5 .5) ?
-Players gettin into the swamp will
-get slowd down and damaged
-*/
-void spawnfunc_trigger_swamp(void)
-{
-       // Init stuff
-       EXACTTRIGGER_INIT;
-       self.touch = swamp_touch;
-
-       // Setup default keys, if missing
-       if(self.dmg <= 0)
-               self.dmg = 5;
-       if(self.swamp_interval <= 0)
-               self.swamp_interval = 1;
-       if(self.swamp_slowdown <= 0)
-               self.swamp_slowdown = 0.5;
-}