6 activator = self.enemy;
12 ==============================
15 the global "activator" should be set to the entity that initiated the firing.
17 If self.delay is set, a DelayedUse entity will be created that will actually
18 do the SUB_UseTargets after that many seconds have passed.
20 Centerprints any self.message to the activator.
22 Removes all entities with a targetname that match self.killtarget,
23 and removes them, so some events can remove other triggers.
25 Search for (string)targetname in all entities that
26 match (string)self.target and call their .use function
28 ==============================
32 local entity t, stemp, otemp, act;
41 // create a temp object to fire at a later time
43 t.classname = "DelayedUse";
44 t.nextthink = time + self.delay;
47 t.message = self.message;
48 t.killtarget = self.killtarget;
49 t.target = self.target;
57 if (activator.classname == "player" && self.message != "")
59 if(clienttype(activator) == CLIENTTYPE_REAL)
61 centerprint (activator, self.message);
63 play2(activator, "misc/talk.wav");
68 // kill the killtagets
73 for(t = world; (t = find(t, targetname, s)); )
84 for(i = 0; i < 4; ++i)
89 case 0: s = stemp.target; break;
90 case 1: s = stemp.target2; break;
91 case 2: s = stemp.target3; break;
92 case 3: s = stemp.target4; break;
96 for(t = world; (t = find(t, targetname, s)); )
99 //print(stemp.classname, " ", stemp.targetname, " -> ", t.classname, " ", t.targetname, "\n");
114 //=============================================================================
116 float SPAWNFLAG_NOMESSAGE = 1;
117 float SPAWNFLAG_NOTOUCH = 1;
119 // the wait time has passed, so set back up for another activation
124 self.health = self.max_health;
125 self.takedamage = DAMAGE_YES;
126 self.solid = SOLID_BBOX;
131 // the trigger was just touched/killed/used
132 // self.enemy should be set to the activator so it can be held through a delay
133 // so wait for the delay time before firing
136 if (self.nextthink > time)
138 return; // allready been triggered
141 if (self.classname == "trigger_secret")
143 if (self.enemy.classname != "player")
145 found_secrets = found_secrets + 1;
146 WriteByte (MSG_ALL, SVC_FOUNDSECRET);
150 sound (self.enemy, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NORM);
152 // don't trigger again until reset
153 self.takedamage = DAMAGE_NO;
155 activator = self.enemy;
161 self.think = multi_wait;
162 self.nextthink = time + self.wait;
165 { // we can't just remove (self) here, because this is a touch function
166 // called wheil C code is looping through area links...
167 self.touch = SUB_Null;
169 self.nextthink = time + 0.1;
170 self.think = SUB_Remove;
176 self.enemy = activator;
182 if not(self.spawnflags & 2)
184 if not(other.iscreature)
188 if(self.team == other.team)
192 // if the trigger has an angles field, check player's facing direction
193 if (self.movedir != '0 0 0')
195 makevectors (other.angles);
196 if (v_forward * self.movedir < 0)
197 return; // not facing the right way
206 void multi_eventdamage (vector hitloc, float damage, entity inflictor, entity attacker, float deathtype)
208 if (!self.takedamage)
210 self.health = self.health - damage;
211 if (self.health <= 0)
213 self.enemy = attacker;
218 /*QUAKED spawnfunc_trigger_multiple (.5 .5 .5) ? notouch
219 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.
220 If "delay" is set, the trigger waits some time after activating before firing.
221 "wait" : Seconds between triggerings. (.2 default)
222 If notouch is set, the trigger is only fired by other entities, not by touching.
223 NOTOUCH has been obsoleted by spawnfunc_trigger_relay!
229 set "message" to text string
231 void spawnfunc_trigger_multiple()
233 if (self.sounds == 1)
235 precache_sound ("misc/secret.wav");
236 self.noise = "misc/secret.wav";
238 else if (self.sounds == 2)
240 precache_sound ("misc/talk.wav");
241 self.noise = "misc/talk.wav";
243 else if (self.sounds == 3)
245 precache_sound ("misc/trigger1.wav");
246 self.noise = "misc/trigger1.wav";
251 self.use = multi_use;
257 if (self.spawnflags & SPAWNFLAG_NOTOUCH)
258 objerror ("health and notouch don't make sense\n");
259 self.max_health = self.health;
260 self.event_damage = multi_eventdamage;
261 self.takedamage = DAMAGE_YES;
262 self.solid = SOLID_BBOX;
263 setorigin (self, self.origin); // make sure it links into the world
267 if ( !(self.spawnflags & SPAWNFLAG_NOTOUCH) )
269 self.touch = multi_touch;
270 setorigin (self, self.origin); // make sure it links into the world
276 /*QUAKED spawnfunc_trigger_once (.5 .5 .5) ? notouch
277 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
278 "targetname". If "health" is set, the trigger must be killed to activate.
279 If notouch is set, the trigger is only fired by other entities, not by touching.
280 if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired.
281 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.
287 set "message" to text string
289 void spawnfunc_trigger_once()
292 spawnfunc_trigger_multiple();
295 //=============================================================================
297 /*QUAKED spawnfunc_trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
298 This fixed size trigger cannot be touched, it can only be fired by other events. It can contain killtargets, targets, delays, and messages.
300 void spawnfunc_trigger_relay()
302 self.use = SUB_UseTargets;
307 self.think = SUB_UseTargets;
308 self.nextthink = self.wait;
311 void spawnfunc_trigger_delay()
316 self.use = delay_use;
319 //=============================================================================
324 self.count = self.count - 1;
330 if (activator.classname == "player"
331 && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
334 centerprint (activator, "There are more to go...");
335 else if (self.count == 3)
336 centerprint (activator, "Only 3 more to go...");
337 else if (self.count == 2)
338 centerprint (activator, "Only 2 more to go...");
340 centerprint (activator, "Only 1 more to go...");
345 if (activator.classname == "player"
346 && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
347 centerprint(activator, "Sequence completed!");
348 self.enemy = activator;
352 /*QUAKED spawnfunc_trigger_counter (.5 .5 .5) ? nomessage
353 Acts as an intermediary for an action that takes multiple inputs.
355 If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished.
357 After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
359 void spawnfunc_trigger_counter()
365 self.use = counter_use;
368 .float triggerhurttime;
369 void trigger_hurt_touch()
371 // only do the EXACTTRIGGER_TOUCH checks when really needed (saves some cpu)
372 if (other.iscreature)
374 if (other.takedamage)
375 if (other.triggerhurttime < time)
378 other.triggerhurttime = time + 1;
379 Damage (other, self, self, self.dmg, DEATH_HURTTRIGGER, other.origin, '0 0 0');
386 if (other.items & IT_KEY1 || other.items & IT_KEY2) // reset flag
389 other.pain_finished = min(other.pain_finished, time + 2);
391 else if (other.classname == "rune") // reset runes
394 other.nextthink = min(other.nextthink, time + 1);
402 /*QUAKED spawnfunc_trigger_hurt (.5 .5 .5) ?
403 Any object touching this will be hurt
404 set dmg to damage amount
407 .entity trigger_hurt_next;
408 entity trigger_hurt_last;
409 entity trigger_hurt_first;
410 void spawnfunc_trigger_hurt()
413 self.touch = trigger_hurt_touch;
417 self.message = "was in the wrong place";
419 self.message2 = "was thrown into a world of hurt by";
421 if(!trigger_hurt_first)
422 trigger_hurt_first = self;
423 if(trigger_hurt_last)
424 trigger_hurt_last.trigger_hurt_next = self;
425 trigger_hurt_last = self;
428 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end)
432 for(th = trigger_hurt_first; th; th = th.trigger_hurt_next)
433 if(tracebox_hits_box(start, mi, ma, end, th.absmin, th.absmax))
439 //////////////////////////////////////////////////////////////
443 //Trigger heal --a04191b92fbd93aa67214ef7e72d6d2e
445 //////////////////////////////////////////////////////////////
447 .float triggerhealtime;
448 void trigger_heal_touch()
450 // only do the EXACTTRIGGER_TOUCH checks when really needed (saves some cpu)
451 if (other.iscreature)
453 if (other.takedamage)
454 if (other.triggerhealtime < time)
457 other.triggerhealtime = time + 1;
459 if (other.health < self.max_health)
461 other.health = min(other.health + self.health, self.max_health);
462 other.pauserothealth_finished = max(other.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
463 sound (other, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NORM);
469 void spawnfunc_trigger_heal()
472 self.touch = trigger_heal_touch;
475 if (!self.max_health)
476 self.max_health = 200; //Max health topoff for field
478 self.noise = "misc/mediumhealth.wav";
479 precache_sound(self.noise);
483 //////////////////////////////////////////////////////////////
489 //////////////////////////////////////////////////////////////
493 // TODO add a way to do looped sounds with sound(); then complete this entity
494 .float volume, atten;
495 void target_speaker_use() {sound(self, CHAN_TRIGGER, self.noise, VOL_BASE * self.volume, self.atten);}
497 void spawnfunc_target_speaker()
500 precache_sound (self.noise);
504 self.atten = ATTN_NORM;
505 else if(self.atten < 0)
509 self.use = target_speaker_use;
514 self.atten = ATTN_STATIC;
515 else if(self.atten < 0)
519 ambientsound (self.origin, self.noise, VOL_BASE * self.volume, self.atten);
524 void spawnfunc_func_stardust() {
525 self.effects = EF_STARDUST;
528 float pointparticles_SendEntity(entity to, float fl)
530 WriteByte(MSG_ENTITY, ENT_CLIENT_POINTPARTICLES);
531 WriteByte(MSG_ENTITY, fl);
535 WriteCoord(MSG_ENTITY, self.impulse);
537 WriteCoord(MSG_ENTITY, 0); // off
541 WriteCoord(MSG_ENTITY, self.origin_x);
542 WriteCoord(MSG_ENTITY, self.origin_y);
543 WriteCoord(MSG_ENTITY, self.origin_z);
547 if(self.modelindex != 4.2)
549 WriteShort(MSG_ENTITY, self.modelindex);
550 WriteCoord(MSG_ENTITY, self.mins_x);
551 WriteCoord(MSG_ENTITY, self.mins_y);
552 WriteCoord(MSG_ENTITY, self.mins_z);
553 WriteCoord(MSG_ENTITY, self.maxs_x);
554 WriteCoord(MSG_ENTITY, self.maxs_y);
555 WriteCoord(MSG_ENTITY, self.maxs_z);
559 WriteShort(MSG_ENTITY, 0);
560 WriteCoord(MSG_ENTITY, self.maxs_x);
561 WriteCoord(MSG_ENTITY, self.maxs_y);
562 WriteCoord(MSG_ENTITY, self.maxs_z);
564 WriteShort(MSG_ENTITY, self.cnt);
565 WriteShort(MSG_ENTITY, compressShortVector(self.velocity));
566 WriteShort(MSG_ENTITY, compressShortVector(self.movedir));
567 WriteCoord(MSG_ENTITY, self.waterlevel);
568 WriteCoord(MSG_ENTITY, self.count);
569 WriteByte(MSG_ENTITY, self.glow_color);
570 WriteString(MSG_ENTITY, self.noise);
575 void pointparticles_use()
577 self.state = !self.state;
581 void pointparticles_think()
583 if(self.origin != self.oldorigin)
586 self.oldorigin = self.origin;
588 self.nextthink = time;
591 void spawnfunc_func_pointparticles()
594 setmodel(self, self.model);
596 precache_sound (self.noise);
598 self.effects = EF_NODEPTHTEST;
599 self.SendEntity = pointparticles_SendEntity;
603 vector misave, masave;
606 setmodel(self, "null");
607 setorigin(self, self.origin + misave);
608 setsize(self, '0 0 0', masave - misave);
611 self.cnt = particleeffectnum(self.mdl);
614 self.use = pointparticles_use;
615 if(self.spawnflags & 1)
622 self.think = pointparticles_think;
623 self.nextthink = time;
626 void spawnfunc_func_sparks()
628 // self.cnt is the amount of sparks that one burst will spawn
630 self.cnt = 25.0; // nice default value
633 // self.wait is the probability that a sparkthink will spawn a spark shower
634 // range: 0 - 1, but 0 makes little sense, so...
635 if(self.wait < 0.05) {
636 self.wait = 0.25; // nice default value
639 self.count = self.cnt;
642 self.velocity = '0 0 -1';
643 self.mdl = "TE_SPARK";
644 self.impulse = 10 * self.wait; // by default 2.5/sec
646 self.cnt = 0; // use mdl
648 spawnfunc_func_pointparticles();
651 float rainsnow_SendEntity(float to)
653 WriteByte(MSG_ENTITY, ENT_CLIENT_RAINSNOW);
654 WriteByte(MSG_ENTITY, self.state);
655 WriteCoord(MSG_ENTITY, self.origin_x + self.mins_x);
656 WriteCoord(MSG_ENTITY, self.origin_y + self.mins_y);
657 WriteCoord(MSG_ENTITY, self.origin_z + self.mins_z);
658 WriteCoord(MSG_ENTITY, self.maxs_x - self.mins_x);
659 WriteCoord(MSG_ENTITY, self.maxs_y - self.mins_y);
660 WriteCoord(MSG_ENTITY, self.maxs_z - self.mins_z);
661 WriteShort(MSG_ENTITY, compressShortVector(self.dest));
662 WriteShort(MSG_ENTITY, self.count);
663 WriteByte(MSG_ENTITY, self.cnt);
667 /*QUAKED spawnfunc_func_rain (0 .5 .8) ?
668 This is an invisible area like a trigger, which rain falls inside of.
672 falling direction (should be something like '0 0 -700', use the X and Y velocity for wind)
674 sets color of rain (default 12 - white)
676 adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
678 void spawnfunc_func_rain()
680 self.dest = self.velocity;
681 self.velocity = '0 0 0';
683 self.dest = '0 0 -700';
684 self.angles = '0 0 0';
685 self.movetype = MOVETYPE_NONE;
686 self.solid = SOLID_NOT;
687 SetBrushEntityModel();
693 self.count = 0.01 * self.count * (self.size_x / 1024) * (self.size_y / 1024);
696 if(self.count > 65535)
699 self.state = 1; // 1 is rain, 0 is snow
700 self.effects = EF_NODEPTHTEST;
701 self.SendEntity = rainsnow_SendEntity;
703 setmodel(self, "null");
707 /*QUAKED spawnfunc_func_snow (0 .5 .8) ?
708 This is an invisible area like a trigger, which snow falls inside of.
712 falling direction (should be something like '0 0 -300', use the X and Y velocity for wind)
714 sets color of rain (default 12 - white)
716 adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
718 void spawnfunc_func_snow()
720 self.dest = self.velocity;
721 self.velocity = '0 0 0';
723 self.dest = '0 0 -300';
724 self.angles = '0 0 0';
725 self.movetype = MOVETYPE_NONE;
726 self.solid = SOLID_NOT;
727 SetBrushEntityModel();
733 self.count = 0.01 * self.count * (self.size_x / 1024) * (self.size_y / 1024);
736 if(self.count > 65535)
739 self.state = 0; // 1 is rain, 0 is snow
740 self.effects = EF_NODEPTHTEST;
741 self.SendEntity = rainsnow_SendEntity;
743 setmodel(self, "null");
747 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float deathtype);
749 void misc_laser_aim()
754 if(self.spawnflags & 2)
756 if(self.enemy.origin != self.mangle)
758 self.mangle = self.enemy.origin;
764 a = vectoangles(self.enemy.origin - self.origin);
775 if(self.angles != self.mangle)
777 self.mangle = self.angles;
781 if(self.origin != self.oldorigin)
784 self.oldorigin = self.origin;
788 void misc_laser_init()
790 if(self.target != "")
791 self.enemy = find(world, targetname, self.target);
795 void misc_laser_think()
800 self.nextthink = time;
809 o = self.enemy.origin;
810 if not(self.spawnflags & 2)
811 o = self.origin + normalize(o - self.origin) * 32768;
815 makevectors(self.mangle);
816 o = self.origin + v_forward * 32768;
822 FireRailgunBullet(self.origin, o, 100000, 0, DEATH_HURTTRIGGER);
824 FireRailgunBullet(self.origin, o, self.dmg * frametime, 0, DEATH_HURTTRIGGER);
827 if(self.enemy.target != "") // DETECTOR laser
829 traceline(self.origin, o, MOVE_NORMAL, self);
830 if(trace_ent.iscreature)
832 self.pusher = trace_ent;
839 activator = self.pusher;
852 activator = self.pusher;
860 float laser_SendEntity(entity to, float fl)
862 WriteByte(MSG_ENTITY, ENT_CLIENT_LASER);
863 fl = fl - (fl & 0xC0); // use that bit to indicate finite length laser
864 if(self.spawnflags & 2)
868 WriteByte(MSG_ENTITY, fl);
871 WriteCoord(MSG_ENTITY, self.origin_x);
872 WriteCoord(MSG_ENTITY, self.origin_y);
873 WriteCoord(MSG_ENTITY, self.origin_z);
877 WriteByte(MSG_ENTITY, self.colormod_x * 255.0);
878 WriteByte(MSG_ENTITY, self.colormod_y * 255.0);
879 WriteByte(MSG_ENTITY, self.colormod_z * 255.0);
881 WriteByte(MSG_ENTITY, self.alpha * 255.0);
882 WriteShort(MSG_ENTITY, self.cnt + 1);
888 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
889 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
890 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
894 WriteCoord(MSG_ENTITY, self.mangle_x);
895 WriteCoord(MSG_ENTITY, self.mangle_y);
899 WriteByte(MSG_ENTITY, self.state);
903 /*QUAKED spawnfunc_misc_laser (.5 .5 .5) ? START_ON DEST_IS_FIXED
904 Any object touching the beam will be hurt
907 spawnfunc_target_position where the laser ends
909 name of beam end effect to use
911 color of the beam (default: red)
913 damage per second (-1 for a laser that kills immediately)
917 self.state = !self.state;
922 void spawnfunc_misc_laser()
926 if(self.mdl == "none")
930 self.cnt = particleeffectnum(self.mdl);
933 self.cnt = particleeffectnum("laser_deadly");
939 self.cnt = particleeffectnum("laser_deadly");
946 if(self.colormod == '0 0 0')
948 self.colormod = '1 0 0';
950 self.message = "saw the light";
952 self.message2 = "was pushed into a laser by";
953 self.think = misc_laser_think;
954 self.nextthink = time;
955 InitializeEntity(self, misc_laser_init, INITPRIO_FINDTARGET);
957 self.effects = EF_NODEPTHTEST;
958 self.SendEntity = laser_SendEntity;
960 setmodel(self, "null");
961 self.mangle = self.angles;
965 self.use = laser_use;
966 if(self.spawnflags & 1)
975 // tZorks trigger impulse / gravity
981 // targeted (directional) mode
982 void trigger_impulse_touch1()
988 // FIXME: Better checking for what to push and not.
989 if not(other.iscreature)
990 if (other.classname != "corpse")
991 if (other.classname != "body")
992 if (other.classname != "gib")
993 if (other.classname != "missile")
994 if (other.classname != "rocket")
995 if (other.classname != "casing")
996 if (other.classname != "grenade")
997 if (other.classname != "plasma")
998 if (other.classname != "plasma_prim")
999 if (other.classname != "plasma_chain")
1000 if (other.classname != "droppedweapon")
1003 if (other.deadflag && other.iscreature)
1008 targ = find(world, targetname, self.target);
1011 objerror("trigger_force without a (valid) .target!\n");
1016 if(self.falloff == 1)
1017 str = (str / self.radius) * self.strength;
1018 else if(self.falloff == 2)
1019 str = (1 - (str / self.radius)) * self.strength;
1021 str = self.strength;
1023 pushdeltatime = time - other.lastpushtime;
1024 if (pushdeltatime > 0.15) pushdeltatime = 0;
1025 other.lastpushtime = time;
1026 if(!pushdeltatime) return;
1028 other.velocity = other.velocity + normalize(targ.origin - self.origin) * self.strength * pushdeltatime;
1031 // Directionless (accelerator/decelerator) mode
1032 void trigger_impulse_touch2()
1034 float pushdeltatime;
1036 // FIXME: Better checking for what to push and not.
1037 if not(other.iscreature)
1038 if (other.classname != "corpse")
1039 if (other.classname != "body")
1040 if (other.classname != "gib")
1041 if (other.classname != "missile")
1042 if (other.classname != "rocket")
1043 if (other.classname != "casing")
1044 if (other.classname != "grenade")
1045 if (other.classname != "plasma")
1046 if (other.classname != "plasma_prim")
1047 if (other.classname != "plasma_chain")
1048 if (other.classname != "droppedweapon")
1051 if (other.deadflag && other.iscreature)
1056 pushdeltatime = time - other.lastpushtime;
1057 if (pushdeltatime > 0.15) pushdeltatime = 0;
1058 other.lastpushtime = time;
1059 if(!pushdeltatime) return;
1061 //if(self.strength > 1)
1062 other.velocity = other.velocity * (self.strength * pushdeltatime);
1064 // other.velocity = other.velocity - (other.velocity * self.strength * pushdeltatime);
1067 // Spherical (gravity/repulsor) mode
1068 void trigger_impulse_touch3()
1070 float pushdeltatime;
1073 // FIXME: Better checking for what to push and not.
1074 if not(other.iscreature)
1075 if (other.classname != "corpse")
1076 if (other.classname != "body")
1077 if (other.classname != "gib")
1078 if (other.classname != "missile")
1079 if (other.classname != "rocket")
1080 if (other.classname != "casing")
1081 if (other.classname != "grenade")
1082 if (other.classname != "plasma")
1083 if (other.classname != "plasma_prim")
1084 if (other.classname != "plasma_chain")
1085 if (other.classname != "droppedweapon")
1088 if (other.deadflag && other.iscreature)
1093 pushdeltatime = time - other.lastpushtime;
1094 if (pushdeltatime > 0.15) pushdeltatime = 0;
1095 other.lastpushtime = time;
1096 if(!pushdeltatime) return;
1098 setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
1100 str = min(self.radius, vlen(self.origin - other.origin));
1102 if(self.falloff == 1)
1103 str = (1 - str / self.radius) * self.strength; // 1 in the inside
1104 else if(self.falloff == 2)
1105 str = (str / self.radius) * self.strength; // 0 in the inside
1107 str = self.strength;
1109 other.velocity = other.velocity + normalize(other.origin - self.origin) * str * pushdeltatime;
1112 /*QUAKED spawnfunc_trigger_impulse (.5 .5 .5) ?
1113 -------- KEYS --------
1114 target : If this is set, this points to the spawnfunc_target_position to which the player will get pushed.
1115 If not, this trigger acts like a damper/accelerator field.
1117 strength : This is how mutch force to add in the direction of .target each second
1118 when .target is set. If not, this is hoe mutch to slow down/accelerate
1119 someting cought inside this trigger. (1=no change, 0,5 half speed rougthly each tic, 2 = doubble)
1121 radius : If set, act as a spherical device rather then a liniar one.
1123 falloff : 0 = none, 1 = liniar, 2 = inverted liniar
1125 -------- NOTES --------
1126 Use a brush textured with common/origin in the trigger entity to determine the origin of the force
1127 in directional and sperical mode. For damper/accelerator mode this is not nessesary (and has no effect).
1130 void spawnfunc_trigger_impulse()
1135 if(!self.strength) self.strength = 2000;
1136 setorigin(self, self.origin);
1137 setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
1138 self.touch = trigger_impulse_touch3;
1144 if(!self.strength) self.strength = 950;
1145 self.touch = trigger_impulse_touch1;
1149 if(!self.strength) self.strength = 0.9;
1150 self.touch = trigger_impulse_touch2;
1155 /*QUAKED spawnfunc_trigger_flipflop (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ENABLED
1156 "Flip-flop" trigger gate... lets only every second trigger event through
1160 self.state = !self.state;
1165 void spawnfunc_trigger_flipflop()
1167 if(self.spawnflags & 1)
1169 self.use = flipflop_use;
1172 /*QUAKED spawnfunc_trigger_monoflop (.5 .5 .5) (-8 -8 -8) (8 8 8)
1173 "Mono-flop" trigger gate... turns one trigger event into one "on" and one "off" event, separated by a delay of "wait"
1177 self.nextthink = time + self.wait;
1178 self.enemy = activator;
1184 void monoflop_fixed_use()
1188 self.nextthink = time + self.wait;
1190 self.enemy = activator;
1194 void monoflop_think()
1197 activator = self.enemy;
1201 void spawnfunc_trigger_monoflop()
1205 if(self.spawnflags & 1)
1206 self.use = monoflop_fixed_use;
1208 self.use = monoflop_use;
1209 self.think = monoflop_think;
1213 void multivibrator_send()
1218 cyclestart = floor((time + self.phase) / (self.wait + self.respawntime)) * (self.wait + self.respawntime) - self.phase;
1220 newstate = (time < cyclestart + self.wait);
1223 if(self.state != newstate)
1225 self.state = newstate;
1228 self.nextthink = cyclestart + self.wait + 0.01;
1230 self.nextthink = cyclestart + self.wait + self.respawntime + 0.01;
1233 void multivibrator_toggle()
1235 if(self.nextthink == 0)
1237 multivibrator_send();
1250 /*QUAKED trigger_multivibrator (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ON
1251 "Multivibrator" trigger gate... repeatedly sends trigger events. When triggered, turns on or off.
1252 -------- KEYS --------
1253 target: trigger all entities with this targetname when it goes off
1254 targetname: name that identifies this entity so it can be triggered; when off, it always uses the OFF state
1255 phase: offset of the timing
1256 wait: "on" cycle time (default: 1)
1257 respawntime: "off" cycle time (default: same as wait)
1258 -------- SPAWNFLAGS --------
1259 START_ON: assume it is already turned on (when targeted)
1261 void spawnfunc_trigger_multivibrator()
1265 if(!self.respawntime)
1266 self.respawntime = self.wait;
1269 self.use = multivibrator_toggle;
1270 self.think = multivibrator_send;
1271 self.nextthink = time;
1275 if(!(self.spawnflags & 1))
1276 self.nextthink = 0; // wait for a trigger event
1279 self.nextthink = time;
1286 src = find(world, targetname, self.killtarget);
1287 dst = find(world, targetname, self.target);
1291 objerror("follow: could not find target/killtarget");
1295 dst.movetype = MOVETYPE_FOLLOW;
1297 dst.punchangle = src.angles;
1298 dst.view_ofs = dst.origin - src.origin;
1299 dst.v_angle = dst.angles - src.angles;
1304 void spawnfunc_misc_follow()
1306 InitializeEntity(self, follow_init, INITPRIO_FINDTARGET);
1312 .entity voicescript; // attached voice script
1313 .float voicescript_index; // index of next voice, or -1 to use the randomized ones
1314 .float voicescript_nextthink; // time to play next voice
1315 .float voicescript_voiceend; // time when this voice ends
1317 void target_voicescript_clear(entity pl)
1319 pl.voicescript = world;
1322 void target_voicescript_use()
1324 if(activator.voicescript != self)
1326 activator.voicescript = self;
1327 activator.voicescript_index = 0;
1328 activator.voicescript_nextthink = time + self.delay;
1332 void target_voicescript_next(entity pl)
1337 vs = pl.voicescript;
1340 if(vs.message == "")
1342 if(pl.classname != "player")
1347 if(time >= pl.voicescript_voiceend)
1349 if(time >= pl.voicescript_nextthink)
1351 // get the next voice...
1352 n = tokenize_sane(vs.message);
1354 if(pl.voicescript_index < vs.cnt)
1355 i = pl.voicescript_index * 2;
1356 else if(n > vs.cnt * 2)
1357 i = mod(pl.voicescript_index - vs.cnt, (n - vs.cnt * 2 - 1) / 2) * 2 + vs.cnt * 2 + 1;
1363 play2(pl, strcat(vs.netname, "/", argv(i), ".wav"));
1364 pl.voicescript_voiceend = time + stof(argv(i + 1));
1367 pl.voicescript = world;
1369 pl.voicescript_index += 1;
1370 pl.voicescript_nextthink = pl.voicescript_voiceend + vs.wait * (0.5 + random());
1375 void spawnfunc_target_voicescript()
1377 // netname: directory of the sound files
1378 // message: list of "sound file" duration "sound file" duration, a *, and again a list
1379 // foo1 4.1 foo2 4.0 foo3 3.1 * fool1 1.1 fool2 7.1 fool3 9.1 fool4 3.7
1380 // wait: average time between messages
1381 // delay: initial delay before the first message
1384 self.use = target_voicescript_use;
1386 n = tokenize_sane(self.message);
1388 for(i = 0; i+1 < n; i += 2)
1395 precache_sound(strcat(self.netname, "/", argv(i), ".wav"));