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 WriteShort(MSG_ENTITY, self.cnt + 1);
1113 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
1114 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
1115 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
1119 WriteAngle(MSG_ENTITY, self.mangle_x);
1120 WriteAngle(MSG_ENTITY, self.mangle_y);
1124 WriteByte(MSG_ENTITY, self.state);
1128 /*QUAKED spawnfunc_misc_laser (.5 .5 .5) ? START_ON DEST_IS_FIXED
1129 Any object touching the beam will be hurt
1132 spawnfunc_target_position where the laser ends
1134 name of beam end effect to use
1136 color of the beam (default: red)
1138 damage per second (-1 for a laser that kills immediately)
1142 self.state = !self.state;
1143 self.SendFlags |= 4;
1149 if(self.spawnflags & 1)
1155 void spawnfunc_misc_laser()
1159 if(self.mdl == "none")
1163 self.cnt = particleeffectnum(self.mdl);
1166 self.cnt = particleeffectnum("laser_deadly");
1172 self.cnt = particleeffectnum("laser_deadly");
1179 if(self.colormod == '0 0 0')
1181 self.colormod = '1 0 0';
1183 self.message = "saw the light";
1185 self.message2 = "was pushed into a laser by";
1188 if(!self.modelscale)
1189 self.modelscale = 1;
1190 self.think = misc_laser_think;
1191 self.nextthink = time;
1192 InitializeEntity(self, misc_laser_init, INITPRIO_FINDTARGET);
1194 self.mangle = self.angles;
1196 Net_LinkEntity(self, FALSE, 0, laser_SendEntity);
1200 self.reset = laser_reset;
1202 self.use = laser_use;
1208 // tZorks trigger impulse / gravity
1212 .float lastpushtime;
1214 // targeted (directional) mode
1215 void trigger_impulse_touch1()
1218 float pushdeltatime;
1221 if (self.active != ACTIVE_ACTIVE)
1224 // FIXME: Better checking for what to push and not.
1225 if not(other.iscreature)
1226 if (other.classname != "corpse")
1227 if (other.classname != "body")
1228 if (other.classname != "gib")
1229 if (other.classname != "missile")
1230 if (other.classname != "rocket")
1231 if (other.classname != "casing")
1232 if (other.classname != "grenade")
1233 if (other.classname != "plasma")
1234 if (other.classname != "plasma_prim")
1235 if (other.classname != "plasma_chain")
1236 if (other.classname != "droppedweapon")
1237 if (other.classname != "nexball_basketball")
1238 if (other.classname != "nexball_football")
1241 if (other.deadflag && other.iscreature)
1246 targ = find(world, targetname, self.target);
1249 objerror("trigger_force without a (valid) .target!\n");
1254 if(self.falloff == 1)
1255 str = (str / self.radius) * self.strength;
1256 else if(self.falloff == 2)
1257 str = (1 - (str / self.radius)) * self.strength;
1259 str = self.strength;
1261 pushdeltatime = time - other.lastpushtime;
1262 if (pushdeltatime > 0.15) pushdeltatime = 0;
1263 other.lastpushtime = time;
1264 if(!pushdeltatime) return;
1266 other.velocity = other.velocity + normalize(targ.origin - self.origin) * str * pushdeltatime;
1267 other.flags &~= FL_ONGROUND;
1268 UpdateCSQCProjectile(other);
1271 // Directionless (accelerator/decelerator) mode
1272 void trigger_impulse_touch2()
1274 float pushdeltatime;
1276 if (self.active != ACTIVE_ACTIVE)
1279 // FIXME: Better checking for what to push and not.
1280 if not(other.iscreature)
1281 if (other.classname != "corpse")
1282 if (other.classname != "body")
1283 if (other.classname != "gib")
1284 if (other.classname != "missile")
1285 if (other.classname != "rocket")
1286 if (other.classname != "casing")
1287 if (other.classname != "grenade")
1288 if (other.classname != "plasma")
1289 if (other.classname != "plasma_prim")
1290 if (other.classname != "plasma_chain")
1291 if (other.classname != "droppedweapon")
1292 if (other.classname != "nexball_basketball")
1293 if (other.classname != "nexball_football")
1296 if (other.deadflag && other.iscreature)
1301 pushdeltatime = time - other.lastpushtime;
1302 if (pushdeltatime > 0.15) pushdeltatime = 0;
1303 other.lastpushtime = time;
1304 if(!pushdeltatime) return;
1306 // div0: ticrate independent, 1 = identity (not 20)
1307 other.velocity = other.velocity * pow(self.strength, pushdeltatime);
1308 UpdateCSQCProjectile(other);
1311 // Spherical (gravity/repulsor) mode
1312 void trigger_impulse_touch3()
1314 float pushdeltatime;
1317 if (self.active != ACTIVE_ACTIVE)
1320 // FIXME: Better checking for what to push and not.
1321 if not(other.iscreature)
1322 if (other.classname != "corpse")
1323 if (other.classname != "body")
1324 if (other.classname != "gib")
1325 if (other.classname != "missile")
1326 if (other.classname != "rocket")
1327 if (other.classname != "casing")
1328 if (other.classname != "grenade")
1329 if (other.classname != "plasma")
1330 if (other.classname != "plasma_prim")
1331 if (other.classname != "plasma_chain")
1332 if (other.classname != "droppedweapon")
1333 if (other.classname != "nexball_basketball")
1334 if (other.classname != "nexball_football")
1337 if (other.deadflag && other.iscreature)
1342 pushdeltatime = time - other.lastpushtime;
1343 if (pushdeltatime > 0.15) pushdeltatime = 0;
1344 other.lastpushtime = time;
1345 if(!pushdeltatime) return;
1347 setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
1349 str = min(self.radius, vlen(self.origin - other.origin));
1351 if(self.falloff == 1)
1352 str = (1 - str / self.radius) * self.strength; // 1 in the inside
1353 else if(self.falloff == 2)
1354 str = (str / self.radius) * self.strength; // 0 in the inside
1356 str = self.strength;
1358 other.velocity = other.velocity + normalize(other.origin - self.origin) * str * pushdeltatime;
1359 UpdateCSQCProjectile(other);
1362 /*QUAKED spawnfunc_trigger_impulse (.5 .5 .5) ?
1363 -------- KEYS --------
1364 target : If this is set, this points to the spawnfunc_target_position to which the player will get pushed.
1365 If not, this trigger acts like a damper/accelerator field.
1367 strength : This is how mutch force to add in the direction of .target each second
1368 when .target is set. If not, this is hoe mutch to slow down/accelerate
1369 someting cought inside this trigger. (1=no change, 0,5 half speed rougthly each tic, 2 = doubble)
1371 radius : If set, act as a spherical device rather then a liniar one.
1373 falloff : 0 = none, 1 = liniar, 2 = inverted liniar
1375 -------- NOTES --------
1376 Use a brush textured with common/origin in the trigger entity to determine the origin of the force
1377 in directional and sperical mode. For damper/accelerator mode this is not nessesary (and has no effect).
1380 void spawnfunc_trigger_impulse()
1382 self.active = ACTIVE_ACTIVE;
1387 if(!self.strength) self.strength = 2000 * cvar("g_triggerimpulse_radial_multiplier");
1388 setorigin(self, self.origin);
1389 setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
1390 self.touch = trigger_impulse_touch3;
1396 if(!self.strength) self.strength = 950 * cvar("g_triggerimpulse_directional_multiplier");
1397 self.touch = trigger_impulse_touch1;
1401 if(!self.strength) self.strength = 0.9;
1402 self.strength = pow(self.strength, cvar("g_triggerimpulse_accel_power")) * cvar("g_triggerimpulse_accel_multiplier");
1403 self.touch = trigger_impulse_touch2;
1408 /*QUAKED spawnfunc_trigger_flipflop (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ENABLED
1409 "Flip-flop" trigger gate... lets only every second trigger event through
1413 self.state = !self.state;
1418 void spawnfunc_trigger_flipflop()
1420 if(self.spawnflags & 1)
1422 self.use = flipflop_use;
1423 self.reset = spawnfunc_trigger_flipflop; // perfect resetter
1426 /*QUAKED spawnfunc_trigger_monoflop (.5 .5 .5) (-8 -8 -8) (8 8 8)
1427 "Mono-flop" trigger gate... turns one trigger event into one "on" and one "off" event, separated by a delay of "wait"
1431 self.nextthink = time + self.wait;
1432 self.enemy = activator;
1438 void monoflop_fixed_use()
1442 self.nextthink = time + self.wait;
1444 self.enemy = activator;
1448 void monoflop_think()
1451 activator = self.enemy;
1455 void monoflop_reset()
1461 void spawnfunc_trigger_monoflop()
1465 if(self.spawnflags & 1)
1466 self.use = monoflop_fixed_use;
1468 self.use = monoflop_use;
1469 self.think = monoflop_think;
1471 self.reset = monoflop_reset;
1474 void multivibrator_send()
1479 cyclestart = floor((time + self.phase) / (self.wait + self.respawntime)) * (self.wait + self.respawntime) - self.phase;
1481 newstate = (time < cyclestart + self.wait);
1484 if(self.state != newstate)
1486 self.state = newstate;
1489 self.nextthink = cyclestart + self.wait + 0.01;
1491 self.nextthink = cyclestart + self.wait + self.respawntime + 0.01;
1494 void multivibrator_toggle()
1496 if(self.nextthink == 0)
1498 multivibrator_send();
1511 void multivibrator_reset()
1513 if(!(self.spawnflags & 1))
1514 self.nextthink = 0; // wait for a trigger event
1516 self.nextthink = max(1, time);
1519 /*QUAKED trigger_multivibrator (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ON
1520 "Multivibrator" trigger gate... repeatedly sends trigger events. When triggered, turns on or off.
1521 -------- KEYS --------
1522 target: trigger all entities with this targetname when it goes off
1523 targetname: name that identifies this entity so it can be triggered; when off, it always uses the OFF state
1524 phase: offset of the timing
1525 wait: "on" cycle time (default: 1)
1526 respawntime: "off" cycle time (default: same as wait)
1527 -------- SPAWNFLAGS --------
1528 START_ON: assume it is already turned on (when targeted)
1530 void spawnfunc_trigger_multivibrator()
1534 if(!self.respawntime)
1535 self.respawntime = self.wait;
1538 self.use = multivibrator_toggle;
1539 self.think = multivibrator_send;
1540 self.nextthink = time;
1543 multivibrator_reset();
1552 if(self.killtarget != "")
1553 src = find(world, targetname, self.killtarget);
1554 if(self.target != "")
1555 dst = find(world, targetname, self.target);
1559 objerror("follow: could not find target/killtarget");
1565 // already done :P entity must stay
1569 else if(!src || !dst)
1571 objerror("follow: could not find target/killtarget");
1574 else if(self.spawnflags & 1)
1577 if(self.spawnflags & 2)
1579 setattachment(dst, src, self.message);
1583 attach_sameorigin(dst, src, self.message);
1590 if(self.spawnflags & 2)
1592 dst.movetype = MOVETYPE_FOLLOW;
1594 // dst.punchangle = '0 0 0'; // keep unchanged
1595 dst.view_ofs = dst.origin;
1596 dst.v_angle = dst.angles;
1600 follow_sameorigin(dst, src);
1607 void spawnfunc_misc_follow()
1609 InitializeEntity(self, follow_init, INITPRIO_FINDTARGET);
1614 void gamestart_use() {
1620 void spawnfunc_trigger_gamestart() {
1621 self.use = gamestart_use;
1622 self.reset2 = spawnfunc_trigger_gamestart;
1626 self.think = self.use;
1627 self.nextthink = game_starttime + self.wait;
1630 InitializeEntity(self, gamestart_use, INITPRIO_FINDTARGET);
1636 .entity voicescript; // attached voice script
1637 .float voicescript_index; // index of next voice, or -1 to use the randomized ones
1638 .float voicescript_nextthink; // time to play next voice
1639 .float voicescript_voiceend; // time when this voice ends
1641 void target_voicescript_clear(entity pl)
1643 pl.voicescript = world;
1646 void target_voicescript_use()
1648 if(activator.voicescript != self)
1650 activator.voicescript = self;
1651 activator.voicescript_index = 0;
1652 activator.voicescript_nextthink = time + self.delay;
1656 void target_voicescript_next(entity pl)
1661 vs = pl.voicescript;
1664 if(vs.message == "")
1666 if(pl.classname != "player")
1671 if(time >= pl.voicescript_voiceend)
1673 if(time >= pl.voicescript_nextthink)
1675 // get the next voice...
1676 n = tokenize_console(vs.message);
1678 if(pl.voicescript_index < vs.cnt)
1679 i = pl.voicescript_index * 2;
1680 else if(n > vs.cnt * 2)
1681 i = mod(pl.voicescript_index - vs.cnt, (n - vs.cnt * 2 - 1) / 2) * 2 + vs.cnt * 2 + 1;
1687 play2(pl, strcat(vs.netname, "/", argv(i), ".wav"));
1688 dt = stof(argv(i + 1));
1691 pl.voicescript_voiceend = time + dt;
1692 pl.voicescript_nextthink = pl.voicescript_voiceend + vs.wait * (0.5 + random());
1696 pl.voicescript_voiceend = time - dt;
1697 pl.voicescript_nextthink = pl.voicescript_voiceend;
1700 pl.voicescript_index += 1;
1704 pl.voicescript = world; // stop trying then
1710 void spawnfunc_target_voicescript()
1712 // netname: directory of the sound files
1713 // message: list of "sound file" duration "sound file" duration, a *, and again a list
1714 // foo1 4.1 foo2 4.0 foo3 -3.1 * fool1 1.1 fool2 7.1 fool3 9.1 fool4 3.7
1715 // Here, a - in front of the duration means that no delay is to be
1716 // added after this message
1717 // wait: average time between messages
1718 // delay: initial delay before the first message
1721 self.use = target_voicescript_use;
1723 n = tokenize_console(self.message);
1725 for(i = 0; i+1 < n; i += 2)
1732 precache_sound(strcat(self.netname, "/", argv(i), ".wav"));
1738 void trigger_relay_teamcheck_use()
1742 if(self.spawnflags & 2)
1744 if(activator.team != self.team)
1749 if(activator.team == self.team)
1755 if(self.spawnflags & 1)
1760 void trigger_relay_teamcheck_reset()
1762 self.team = self.team_saved;
1765 void spawnfunc_trigger_relay_teamcheck()
1767 self.team_saved = self.team;
1768 self.use = trigger_relay_teamcheck_use;
1769 self.reset = trigger_relay_teamcheck_reset;
1774 void trigger_disablerelay_use()
1781 for(e = world; (e = find(e, targetname, self.target)); )
1783 if(e.use == SUB_UseTargets)
1785 e.use = SUB_DontUseTargets;
1788 else if(e.use == SUB_DontUseTargets)
1790 e.use = SUB_UseTargets;
1796 print("Invalid use of trigger_disablerelay: ", ftos(a), " relays were on, ", ftos(b), " relays were off!\n");
1799 void spawnfunc_trigger_disablerelay()
1801 self.use = trigger_disablerelay_use;
1804 float magicear_matched;
1805 string trigger_magicear_processmessage(entity ear, entity source, float teamsay, entity privatesay, string msgin)
1807 float domatch, dotrigger, matchstart, l;
1811 magicear_matched = FALSE;
1813 dotrigger = ((self.classname == "player") && (self.deadflag == DEAD_NO) && ((ear.radius == 0) || (vlen(source.origin - ear.origin) <= ear.radius)));
1814 domatch = ((ear.spawnflags & 32) || dotrigger);
1820 if(ear.spawnflags & 4)
1826 if(ear.spawnflags & 1)
1829 if(ear.spawnflags & 2)
1832 if(ear.spawnflags & 8)
1837 l = strlen(ear.message);
1839 if(self.spawnflags & 128)
1842 msg = strdecolorize(msgin);
1844 if(substring(ear.message, 0, 1) == "*")
1846 if(substring(ear.message, -1, 1) == "*")
1849 // as we need multi-replacement here...
1850 s = substring(ear.message, 1, -2);
1852 if(strstrofs(msg, s, 0) >= 0)
1853 matchstart = -2; // we use strreplace on s
1858 s = substring(ear.message, 1, -1);
1860 if(substring(msg, -l, l) == s)
1861 matchstart = strlen(msg) - l;
1866 if(substring(ear.message, -1, 1) == "*")
1869 s = substring(ear.message, 0, -2);
1871 if(substring(msg, 0, l) == s)
1878 if(msg == ear.message)
1883 if(matchstart == -1) // no match
1886 magicear_matched = TRUE;
1890 oldself = activator = self;
1896 if(ear.spawnflags & 16)
1900 else if(ear.netname != "")
1903 return strreplace(s, ear.netname, msg);
1906 substring(msg, 0, matchstart),
1908 substring(msg, matchstart + l, -1)
1916 string trigger_magicear_processmessage_forallears(entity source, float teamsay, entity privatesay, string msgin)
1920 for(ear = magicears; ear; ear = ear.enemy)
1922 msgout = trigger_magicear_processmessage(ear, source, teamsay, privatesay, msgin);
1923 if not(ear.spawnflags & 64)
1924 if(magicear_matched)
1931 void spawnfunc_trigger_magicear()
1933 self.enemy = magicears;
1936 // actually handled in "say" processing
1939 // 2 = ignore teamsay
1941 // 8 = ignore tell to unknown player
1942 // 16 = let netname replace the whole message (otherwise, netname is a word replacement if set)
1943 // 32 = perform the replacement even if outside the radius or dead
1944 // 64 = continue replacing/triggering even if this one matched
1954 // if set, replacement for the matched text
1956 // "hearing distance"
1961 void relay_activators_use()
1967 for(trg = world; (trg = find(trg, targetname, os.target)); )
1971 trg.setactive(os.cnt);
1974 //bprint("Not using setactive\n");
1975 if(os.cnt == ACTIVE_TOGGLE)
1976 if(trg.active == ACTIVE_ACTIVE)
1977 trg.active = ACTIVE_NOT;
1979 trg.active = ACTIVE_ACTIVE;
1981 trg.active = os.cnt;
1987 void spawnfunc_relay_activate()
1989 self.cnt = ACTIVE_ACTIVE;
1990 self.use = relay_activators_use;
1993 void spawnfunc_relay_deactivate()
1995 self.cnt = ACTIVE_NOT;
1996 self.use = relay_activators_use;
1999 void spawnfunc_relay_activatetoggle()
2001 self.cnt = ACTIVE_TOGGLE;
2002 self.use = relay_activators_use;
2005 .string chmap, gametype;
2006 void spawnfunc_target_changelevel_use()
2008 if(self.gametype != "")
2009 MapInfo_SwitchGameType(MapInfo_Type_FromString(self.gametype));
2011 if (self.chmap == "")
2012 localcmd("endmatch\n");
2014 localcmd(strcat("changelevel ", self.chmap, "\n"));
2017 void spawnfunc_target_changelevel()
2019 self.use = spawnfunc_target_changelevel_use;