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;
165 self.think = multi_wait;
166 self.nextthink = time + self.wait;
169 { // we can't just remove (self) here, because this is a touch function
170 // called wheil C code is looping through area links...
171 self.touch = SUB_Null;
177 self.enemy = activator;
183 if not(self.spawnflags & 2)
185 if not(other.iscreature)
189 if(self.team == other.team)
193 // if the trigger has an angles field, check player's facing direction
194 if (self.movedir != '0 0 0')
196 makevectors (other.angles);
197 if (v_forward * self.movedir < 0)
198 return; // not facing the right way
207 void multi_eventdamage (vector hitloc, float damage, entity inflictor, entity attacker, float deathtype)
209 if (!self.takedamage)
211 self.health = self.health - damage;
212 if (self.health <= 0)
214 self.enemy = attacker;
221 self.touch = multi_touch;
222 self.health = self.max_health;
223 self.takedamage = DAMAGE_YES;
224 self.solid = SOLID_BBOX;
225 self.think = SUB_Null;
226 self.team = self.team_saved;
229 /*QUAKED spawnfunc_trigger_multiple (.5 .5 .5) ? notouch
230 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.
231 If "delay" is set, the trigger waits some time after activating before firing.
232 "wait" : Seconds between triggerings. (.2 default)
233 If notouch is set, the trigger is only fired by other entities, not by touching.
234 NOTOUCH has been obsoleted by spawnfunc_trigger_relay!
240 set "message" to text string
242 void spawnfunc_trigger_multiple()
244 self.reset = multi_reset;
245 if (self.sounds == 1)
247 precache_sound ("misc/secret.wav");
248 self.noise = "misc/secret.wav";
250 else if (self.sounds == 2)
252 precache_sound ("misc/talk.wav");
253 self.noise = "misc/talk.wav";
255 else if (self.sounds == 3)
257 precache_sound ("misc/trigger1.wav");
258 self.noise = "misc/trigger1.wav";
263 self.use = multi_use;
267 self.team_saved = self.team;
271 if (self.spawnflags & SPAWNFLAG_NOTOUCH)
272 objerror ("health and notouch don't make sense\n");
273 self.max_health = self.health;
274 self.event_damage = multi_eventdamage;
275 self.takedamage = DAMAGE_YES;
276 self.solid = SOLID_BBOX;
277 setorigin (self, self.origin); // make sure it links into the world
281 if ( !(self.spawnflags & SPAWNFLAG_NOTOUCH) )
283 self.touch = multi_touch;
284 setorigin (self, self.origin); // make sure it links into the world
290 /*QUAKED spawnfunc_trigger_once (.5 .5 .5) ? notouch
291 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
292 "targetname". If "health" is set, the trigger must be killed to activate.
293 If notouch is set, the trigger is only fired by other entities, not by touching.
294 if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired.
295 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.
301 set "message" to text string
303 void spawnfunc_trigger_once()
306 spawnfunc_trigger_multiple();
309 //=============================================================================
311 /*QUAKED spawnfunc_trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
312 This fixed size trigger cannot be touched, it can only be fired by other events. It can contain killtargets, targets, delays, and messages.
314 void spawnfunc_trigger_relay()
316 self.use = SUB_UseTargets;
317 self.reset = spawnfunc_trigger_relay; // this spawnfunc resets fully
322 self.think = SUB_UseTargets;
323 self.nextthink = self.wait;
328 self.think = SUB_Null;
331 void spawnfunc_trigger_delay()
336 self.use = delay_use;
337 self.reset = delay_reset;
340 //=============================================================================
345 self.count = self.count - 1;
351 if (activator.classname == "player"
352 && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
355 centerprint (activator, "There are more to go...");
356 else if (self.count == 3)
357 centerprint (activator, "Only 3 more to go...");
358 else if (self.count == 2)
359 centerprint (activator, "Only 2 more to go...");
361 centerprint (activator, "Only 1 more to go...");
366 if (activator.classname == "player"
367 && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
368 centerprint(activator, "Sequence completed!");
369 self.enemy = activator;
375 self.count = self.cnt;
379 /*QUAKED spawnfunc_trigger_counter (.5 .5 .5) ? nomessage
380 Acts as an intermediary for an action that takes multiple inputs.
382 If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished.
384 After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
386 void spawnfunc_trigger_counter()
391 self.cnt = self.count;
393 self.use = counter_use;
394 self.reset = counter_reset;
397 .float triggerhurttime;
398 void trigger_hurt_touch()
400 // only do the EXACTTRIGGER_TOUCH checks when really needed (saves some cpu)
401 if (other.iscreature)
403 if (other.takedamage)
404 if (other.triggerhurttime < time)
407 other.triggerhurttime = time + 1;
408 Damage (other, self, self, self.dmg, DEATH_HURTTRIGGER, other.origin, '0 0 0');
415 if (other.items & IT_KEY1 || other.items & IT_KEY2) // reset flag
418 other.pain_finished = min(other.pain_finished, time + 2);
420 else if (other.classname == "rune") // reset runes
423 other.nextthink = min(other.nextthink, time + 1);
431 /*QUAKED spawnfunc_trigger_hurt (.5 .5 .5) ?
432 Any object touching this will be hurt
433 set dmg to damage amount
436 .entity trigger_hurt_next;
437 entity trigger_hurt_last;
438 entity trigger_hurt_first;
439 void spawnfunc_trigger_hurt()
442 self.touch = trigger_hurt_touch;
446 self.message = "was in the wrong place";
448 self.message2 = "was thrown into a world of hurt by";
450 if(!trigger_hurt_first)
451 trigger_hurt_first = self;
452 if(trigger_hurt_last)
453 trigger_hurt_last.trigger_hurt_next = self;
454 trigger_hurt_last = self;
457 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end)
461 for(th = trigger_hurt_first; th; th = th.trigger_hurt_next)
462 if(tracebox_hits_box(start, mi, ma, end, th.absmin, th.absmax))
468 //////////////////////////////////////////////////////////////
472 //Trigger heal --a04191b92fbd93aa67214ef7e72d6d2e
474 //////////////////////////////////////////////////////////////
476 .float triggerhealtime;
477 void trigger_heal_touch()
479 // only do the EXACTTRIGGER_TOUCH checks when really needed (saves some cpu)
480 if (other.iscreature)
482 if (other.takedamage)
483 if (other.triggerhealtime < time)
486 other.triggerhealtime = time + 1;
488 if (other.health < self.max_health)
490 other.health = min(other.health + self.health, self.max_health);
491 other.pauserothealth_finished = max(other.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
492 sound (other, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NORM);
498 void spawnfunc_trigger_heal()
501 self.touch = trigger_heal_touch;
504 if (!self.max_health)
505 self.max_health = 200; //Max health topoff for field
507 self.noise = "misc/mediumhealth.wav";
508 precache_sound(self.noise);
512 //////////////////////////////////////////////////////////////
518 //////////////////////////////////////////////////////////////
522 // TODO add a way to do looped sounds with sound(); then complete this entity
523 .float volume, atten;
524 void target_speaker_use() {sound(self, CHAN_TRIGGER, self.noise, VOL_BASE * self.volume, self.atten);}
526 void spawnfunc_target_speaker()
529 precache_sound (self.noise);
533 self.atten = ATTN_NORM;
534 else if(self.atten < 0)
538 self.use = target_speaker_use;
543 self.atten = ATTN_STATIC;
544 else if(self.atten < 0)
548 ambientsound (self.origin, self.noise, VOL_BASE * self.volume, self.atten);
553 void spawnfunc_func_stardust() {
554 self.effects = EF_STARDUST;
558 .float bgmscriptattack;
559 .float bgmscriptdecay;
560 .float bgmscriptsustain;
561 .float bgmscriptrelease;
562 float pointparticles_SendEntity(entity to, float fl)
564 WriteByte(MSG_ENTITY, ENT_CLIENT_POINTPARTICLES);
566 // optional features to save space
568 if(self.spawnflags & 2)
569 fl |= 0x10; // absolute count on toggle-on
570 if(self.movedir != '0 0 0' || self.velocity != '0 0 0')
571 fl |= 0x20; // 4 bytes - saves CPU
572 if(self.waterlevel || self.count != 1)
573 fl |= 0x40; // 4 bytes - obscure features almost never used
574 if(self.mins != '0 0 0' || self.maxs != '0 0 0')
575 fl |= 0x80; // 14 bytes - saves lots of space
577 WriteByte(MSG_ENTITY, fl);
581 WriteCoord(MSG_ENTITY, self.impulse);
583 WriteCoord(MSG_ENTITY, 0); // off
587 WriteCoord(MSG_ENTITY, self.origin_x);
588 WriteCoord(MSG_ENTITY, self.origin_y);
589 WriteCoord(MSG_ENTITY, self.origin_z);
593 if(self.model != "null")
595 WriteShort(MSG_ENTITY, self.modelindex);
598 WriteCoord(MSG_ENTITY, self.mins_x);
599 WriteCoord(MSG_ENTITY, self.mins_y);
600 WriteCoord(MSG_ENTITY, self.mins_z);
601 WriteCoord(MSG_ENTITY, self.maxs_x);
602 WriteCoord(MSG_ENTITY, self.maxs_y);
603 WriteCoord(MSG_ENTITY, self.maxs_z);
608 WriteShort(MSG_ENTITY, 0);
611 WriteCoord(MSG_ENTITY, self.maxs_x);
612 WriteCoord(MSG_ENTITY, self.maxs_y);
613 WriteCoord(MSG_ENTITY, self.maxs_z);
616 WriteShort(MSG_ENTITY, self.cnt);
619 WriteShort(MSG_ENTITY, compressShortVector(self.velocity));
620 WriteShort(MSG_ENTITY, compressShortVector(self.movedir));
624 WriteShort(MSG_ENTITY, self.waterlevel * 16.0);
625 WriteByte(MSG_ENTITY, self.count * 16.0);
627 WriteString(MSG_ENTITY, self.noise);
630 WriteByte(MSG_ENTITY, floor(self.atten * 64));
631 WriteByte(MSG_ENTITY, floor(self.volume * 255));
633 WriteString(MSG_ENTITY, self.bgmscript);
634 if(self.bgmscript != "")
636 WriteByte(MSG_ENTITY, floor(self.bgmscriptattack * 64));
637 WriteByte(MSG_ENTITY, floor(self.bgmscriptdecay * 64));
638 WriteByte(MSG_ENTITY, floor(self.bgmscriptsustain * 255));
639 WriteByte(MSG_ENTITY, floor(self.bgmscriptrelease * 64));
645 void pointparticles_use()
647 self.state = !self.state;
651 void pointparticles_think()
653 if(self.origin != self.oldorigin)
656 self.oldorigin = self.origin;
658 self.nextthink = time;
661 void pointparticles_reset()
663 if(self.spawnflags & 1)
669 void spawnfunc_func_pointparticles()
672 setmodel(self, self.model);
674 precache_sound (self.noise);
676 if(!self.bgmscriptsustain)
677 self.bgmscriptsustain = 1;
678 else if(self.bgmscriptsustain < 0)
679 self.bgmscriptsustain = 0;
682 self.atten = ATTN_NORM;
683 else if(self.atten < 0)
694 setorigin(self, self.origin + self.mins);
695 setsize(self, '0 0 0', self.maxs - self.mins);
698 self.cnt = particleeffectnum(self.mdl);
700 Net_LinkEntity(self, FALSE, 0, pointparticles_SendEntity);
704 self.use = pointparticles_use;
705 self.reset = pointparticles_reset;
710 self.think = pointparticles_think;
711 self.nextthink = time;
714 void spawnfunc_func_sparks()
716 // self.cnt is the amount of sparks that one burst will spawn
718 self.cnt = 25.0; // nice default value
721 // self.wait is the probability that a sparkthink will spawn a spark shower
722 // range: 0 - 1, but 0 makes little sense, so...
723 if(self.wait < 0.05) {
724 self.wait = 0.25; // nice default value
727 self.count = self.cnt;
730 self.velocity = '0 0 -1';
731 self.mdl = "TE_SPARK";
732 self.impulse = 10 * self.wait; // by default 2.5/sec
734 self.cnt = 0; // use mdl
736 spawnfunc_func_pointparticles();
739 float rainsnow_SendEntity(entity to, float sf)
741 WriteByte(MSG_ENTITY, ENT_CLIENT_RAINSNOW);
742 WriteByte(MSG_ENTITY, self.state);
743 WriteCoord(MSG_ENTITY, self.origin_x + self.mins_x);
744 WriteCoord(MSG_ENTITY, self.origin_y + self.mins_y);
745 WriteCoord(MSG_ENTITY, self.origin_z + self.mins_z);
746 WriteCoord(MSG_ENTITY, self.maxs_x - self.mins_x);
747 WriteCoord(MSG_ENTITY, self.maxs_y - self.mins_y);
748 WriteCoord(MSG_ENTITY, self.maxs_z - self.mins_z);
749 WriteShort(MSG_ENTITY, compressShortVector(self.dest));
750 WriteShort(MSG_ENTITY, self.count);
751 WriteByte(MSG_ENTITY, self.cnt);
755 /*QUAKED spawnfunc_func_rain (0 .5 .8) ?
756 This is an invisible area like a trigger, which rain falls inside of.
760 falling direction (should be something like '0 0 -700', use the X and Y velocity for wind)
762 sets color of rain (default 12 - white)
764 adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
766 void spawnfunc_func_rain()
768 self.dest = self.velocity;
769 self.velocity = '0 0 0';
771 self.dest = '0 0 -700';
772 self.angles = '0 0 0';
773 self.movetype = MOVETYPE_NONE;
774 self.solid = SOLID_NOT;
775 SetBrushEntityModel();
780 self.count = 0.01 * self.count * (self.size_x / 1024) * (self.size_y / 1024);
783 if(self.count > 65535)
786 self.state = 1; // 1 is rain, 0 is snow
789 Net_LinkEntity(self, FALSE, 0, rainsnow_SendEntity);
793 /*QUAKED spawnfunc_func_snow (0 .5 .8) ?
794 This is an invisible area like a trigger, which snow falls inside of.
798 falling direction (should be something like '0 0 -300', use the X and Y velocity for wind)
800 sets color of rain (default 12 - white)
802 adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
804 void spawnfunc_func_snow()
806 self.dest = self.velocity;
807 self.velocity = '0 0 0';
809 self.dest = '0 0 -300';
810 self.angles = '0 0 0';
811 self.movetype = MOVETYPE_NONE;
812 self.solid = SOLID_NOT;
813 SetBrushEntityModel();
818 self.count = 0.01 * self.count * (self.size_x / 1024) * (self.size_y / 1024);
821 if(self.count > 65535)
824 self.state = 0; // 1 is rain, 0 is snow
827 Net_LinkEntity(self, FALSE, 0, rainsnow_SendEntity);
831 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float deathtype);
834 void misc_laser_aim()
839 if(self.spawnflags & 2)
841 if(self.enemy.origin != self.mangle)
843 self.mangle = self.enemy.origin;
849 a = vectoangles(self.enemy.origin - self.origin);
860 if(self.angles != self.mangle)
862 self.mangle = self.angles;
866 if(self.origin != self.oldorigin)
869 self.oldorigin = self.origin;
873 void misc_laser_init()
875 if(self.target != "")
876 self.enemy = find(world, targetname, self.target);
880 void misc_laser_think()
885 self.nextthink = time;
894 o = self.enemy.origin;
895 if not(self.spawnflags & 2)
896 o = self.origin + normalize(o - self.origin) * 32768;
900 makevectors(self.mangle);
901 o = self.origin + v_forward * 32768;
907 FireRailgunBullet(self.origin, o, 100000, 0, DEATH_HURTTRIGGER);
909 FireRailgunBullet(self.origin, o, self.dmg * frametime, 0, DEATH_HURTTRIGGER);
912 if(self.enemy.target != "") // DETECTOR laser
914 traceline(self.origin, o, MOVE_NORMAL, self);
915 if(trace_ent.iscreature)
917 self.pusher = trace_ent;
924 activator = self.pusher;
937 activator = self.pusher;
945 float laser_SendEntity(entity to, float fl)
947 WriteByte(MSG_ENTITY, ENT_CLIENT_LASER);
948 fl = fl - (fl & 0xE0); // use that bit to indicate finite length laser
949 if(self.spawnflags & 2)
953 if(self.scale != 1 || self.modelscale != 1)
955 WriteByte(MSG_ENTITY, fl);
958 WriteCoord(MSG_ENTITY, self.origin_x);
959 WriteCoord(MSG_ENTITY, self.origin_y);
960 WriteCoord(MSG_ENTITY, self.origin_z);
964 WriteByte(MSG_ENTITY, self.colormod_x * 255.0);
965 WriteByte(MSG_ENTITY, self.colormod_y * 255.0);
966 WriteByte(MSG_ENTITY, self.colormod_z * 255.0);
968 WriteByte(MSG_ENTITY, self.alpha * 255.0);
971 WriteByte(MSG_ENTITY, bound(0, self.scale * 16.0, 255));
972 WriteByte(MSG_ENTITY, bound(0, self.modelscale * 16.0, 255));
974 WriteShort(MSG_ENTITY, self.cnt + 1);
980 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
981 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
982 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
986 WriteAngle(MSG_ENTITY, self.mangle_x);
987 WriteAngle(MSG_ENTITY, self.mangle_y);
991 WriteByte(MSG_ENTITY, self.state);
995 /*QUAKED spawnfunc_misc_laser (.5 .5 .5) ? START_ON DEST_IS_FIXED
996 Any object touching the beam will be hurt
999 spawnfunc_target_position where the laser ends
1001 name of beam end effect to use
1003 color of the beam (default: red)
1005 damage per second (-1 for a laser that kills immediately)
1009 self.state = !self.state;
1010 self.SendFlags |= 4;
1016 if(self.spawnflags & 1)
1022 void spawnfunc_misc_laser()
1026 if(self.mdl == "none")
1030 self.cnt = particleeffectnum(self.mdl);
1033 self.cnt = particleeffectnum("laser_deadly");
1039 self.cnt = particleeffectnum("laser_deadly");
1046 if(self.colormod == '0 0 0')
1048 self.colormod = '1 0 0';
1050 self.message = "saw the light";
1052 self.message2 = "was pushed into a laser by";
1055 if(!self.modelscale)
1056 self.modelscale = 1;
1057 self.think = misc_laser_think;
1058 self.nextthink = time;
1059 InitializeEntity(self, misc_laser_init, INITPRIO_FINDTARGET);
1061 self.mangle = self.angles;
1063 Net_LinkEntity(self, FALSE, 0, laser_SendEntity);
1067 self.reset = laser_reset;
1069 self.use = laser_use;
1075 // tZorks trigger impulse / gravity
1079 .float lastpushtime;
1081 // targeted (directional) mode
1082 void trigger_impulse_touch1()
1085 float pushdeltatime;
1088 // FIXME: Better checking for what to push and not.
1089 if not(other.iscreature)
1090 if (other.classname != "corpse")
1091 if (other.classname != "body")
1092 if (other.classname != "gib")
1093 if (other.classname != "missile")
1094 if (other.classname != "rocket")
1095 if (other.classname != "casing")
1096 if (other.classname != "grenade")
1097 if (other.classname != "plasma")
1098 if (other.classname != "plasma_prim")
1099 if (other.classname != "plasma_chain")
1100 if (other.classname != "droppedweapon")
1103 if (other.deadflag && other.iscreature)
1108 targ = find(world, targetname, self.target);
1111 objerror("trigger_force without a (valid) .target!\n");
1116 if(self.falloff == 1)
1117 str = (str / self.radius) * self.strength;
1118 else if(self.falloff == 2)
1119 str = (1 - (str / self.radius)) * self.strength;
1121 str = self.strength;
1123 pushdeltatime = time - other.lastpushtime;
1124 if (pushdeltatime > 0.15) pushdeltatime = 0;
1125 other.lastpushtime = time;
1126 if(!pushdeltatime) return;
1128 other.velocity = other.velocity + normalize(targ.origin - self.origin) * self.strength * pushdeltatime;
1129 other.flags &~= FL_ONGROUND;
1132 // Directionless (accelerator/decelerator) mode
1133 void trigger_impulse_touch2()
1135 float pushdeltatime;
1137 // FIXME: Better checking for what to push and not.
1138 if not(other.iscreature)
1139 if (other.classname != "corpse")
1140 if (other.classname != "body")
1141 if (other.classname != "gib")
1142 if (other.classname != "missile")
1143 if (other.classname != "rocket")
1144 if (other.classname != "casing")
1145 if (other.classname != "grenade")
1146 if (other.classname != "plasma")
1147 if (other.classname != "plasma_prim")
1148 if (other.classname != "plasma_chain")
1149 if (other.classname != "droppedweapon")
1152 if (other.deadflag && other.iscreature)
1157 pushdeltatime = time - other.lastpushtime;
1158 if (pushdeltatime > 0.15) pushdeltatime = 0;
1159 other.lastpushtime = time;
1160 if(!pushdeltatime) return;
1162 //if(self.strength > 1)
1163 other.velocity = other.velocity * (self.strength * pushdeltatime);
1165 // other.velocity = other.velocity - (other.velocity * self.strength * pushdeltatime);
1168 // Spherical (gravity/repulsor) mode
1169 void trigger_impulse_touch3()
1171 float pushdeltatime;
1174 // FIXME: Better checking for what to push and not.
1175 if not(other.iscreature)
1176 if (other.classname != "corpse")
1177 if (other.classname != "body")
1178 if (other.classname != "gib")
1179 if (other.classname != "missile")
1180 if (other.classname != "rocket")
1181 if (other.classname != "casing")
1182 if (other.classname != "grenade")
1183 if (other.classname != "plasma")
1184 if (other.classname != "plasma_prim")
1185 if (other.classname != "plasma_chain")
1186 if (other.classname != "droppedweapon")
1189 if (other.deadflag && other.iscreature)
1194 pushdeltatime = time - other.lastpushtime;
1195 if (pushdeltatime > 0.15) pushdeltatime = 0;
1196 other.lastpushtime = time;
1197 if(!pushdeltatime) return;
1199 setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
1201 str = min(self.radius, vlen(self.origin - other.origin));
1203 if(self.falloff == 1)
1204 str = (1 - str / self.radius) * self.strength; // 1 in the inside
1205 else if(self.falloff == 2)
1206 str = (str / self.radius) * self.strength; // 0 in the inside
1208 str = self.strength;
1210 other.velocity = other.velocity + normalize(other.origin - self.origin) * str * pushdeltatime;
1213 /*QUAKED spawnfunc_trigger_impulse (.5 .5 .5) ?
1214 -------- KEYS --------
1215 target : If this is set, this points to the spawnfunc_target_position to which the player will get pushed.
1216 If not, this trigger acts like a damper/accelerator field.
1218 strength : This is how mutch force to add in the direction of .target each second
1219 when .target is set. If not, this is hoe mutch to slow down/accelerate
1220 someting cought inside this trigger. (1=no change, 0,5 half speed rougthly each tic, 2 = doubble)
1222 radius : If set, act as a spherical device rather then a liniar one.
1224 falloff : 0 = none, 1 = liniar, 2 = inverted liniar
1226 -------- NOTES --------
1227 Use a brush textured with common/origin in the trigger entity to determine the origin of the force
1228 in directional and sperical mode. For damper/accelerator mode this is not nessesary (and has no effect).
1231 void spawnfunc_trigger_impulse()
1236 if(!self.strength) self.strength = 2000;
1237 setorigin(self, self.origin);
1238 setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
1239 self.touch = trigger_impulse_touch3;
1245 if(!self.strength) self.strength = 950;
1246 self.touch = trigger_impulse_touch1;
1250 if(!self.strength) self.strength = 0.9;
1251 self.touch = trigger_impulse_touch2;
1256 /*QUAKED spawnfunc_trigger_flipflop (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ENABLED
1257 "Flip-flop" trigger gate... lets only every second trigger event through
1261 self.state = !self.state;
1266 void spawnfunc_trigger_flipflop()
1268 if(self.spawnflags & 1)
1270 self.use = flipflop_use;
1271 self.reset = spawnfunc_trigger_flipflop; // perfect resetter
1274 /*QUAKED spawnfunc_trigger_monoflop (.5 .5 .5) (-8 -8 -8) (8 8 8)
1275 "Mono-flop" trigger gate... turns one trigger event into one "on" and one "off" event, separated by a delay of "wait"
1279 self.nextthink = time + self.wait;
1280 self.enemy = activator;
1286 void monoflop_fixed_use()
1290 self.nextthink = time + self.wait;
1292 self.enemy = activator;
1296 void monoflop_think()
1299 activator = self.enemy;
1303 void monoflop_reset()
1309 void spawnfunc_trigger_monoflop()
1313 if(self.spawnflags & 1)
1314 self.use = monoflop_fixed_use;
1316 self.use = monoflop_use;
1317 self.think = monoflop_think;
1319 self.reset = monoflop_reset;
1322 void multivibrator_send()
1327 cyclestart = floor((time + self.phase) / (self.wait + self.respawntime)) * (self.wait + self.respawntime) - self.phase;
1329 newstate = (time < cyclestart + self.wait);
1332 if(self.state != newstate)
1334 self.state = newstate;
1337 self.nextthink = cyclestart + self.wait + 0.01;
1339 self.nextthink = cyclestart + self.wait + self.respawntime + 0.01;
1342 void multivibrator_toggle()
1344 if(self.nextthink == 0)
1346 multivibrator_send();
1359 void multivibrator_reset()
1361 if(!(self.spawnflags & 1))
1362 self.nextthink = 0; // wait for a trigger event
1364 self.nextthink = max(1, time);
1367 /*QUAKED trigger_multivibrator (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ON
1368 "Multivibrator" trigger gate... repeatedly sends trigger events. When triggered, turns on or off.
1369 -------- KEYS --------
1370 target: trigger all entities with this targetname when it goes off
1371 targetname: name that identifies this entity so it can be triggered; when off, it always uses the OFF state
1372 phase: offset of the timing
1373 wait: "on" cycle time (default: 1)
1374 respawntime: "off" cycle time (default: same as wait)
1375 -------- SPAWNFLAGS --------
1376 START_ON: assume it is already turned on (when targeted)
1378 void spawnfunc_trigger_multivibrator()
1382 if(!self.respawntime)
1383 self.respawntime = self.wait;
1386 self.use = multivibrator_toggle;
1387 self.think = multivibrator_send;
1388 self.nextthink = time;
1391 multivibrator_reset();
1398 src = find(world, targetname, self.killtarget);
1399 dst = find(world, targetname, self.target);
1403 objerror("follow: could not find target/killtarget");
1407 if(self.spawnflags & 1)
1410 if(self.spawnflags & 2)
1412 setattachment(dst, src, self.message);
1416 attach_sameorigin(dst, src, self.message);
1421 if(self.spawnflags & 2)
1423 dst.movetype = MOVETYPE_FOLLOW;
1425 // dst.punchangle = '0 0 0'; // keep unchanged
1426 dst.view_ofs = dst.origin;
1427 dst.v_angle = dst.angles;
1431 follow_sameorigin(dst, src);
1438 void spawnfunc_misc_follow()
1440 InitializeEntity(self, follow_init, INITPRIO_FINDTARGET);
1445 void gamestart_use() {
1451 void spawnfunc_trigger_gamestart() {
1452 self.use = gamestart_use;
1453 self.reset2 = spawnfunc_trigger_gamestart;
1457 self.think = self.use;
1458 self.nextthink = game_starttime + self.wait;
1461 InitializeEntity(self, gamestart_use, INITPRIO_FINDTARGET);
1467 .entity voicescript; // attached voice script
1468 .float voicescript_index; // index of next voice, or -1 to use the randomized ones
1469 .float voicescript_nextthink; // time to play next voice
1470 .float voicescript_voiceend; // time when this voice ends
1472 void target_voicescript_clear(entity pl)
1474 pl.voicescript = world;
1477 void target_voicescript_use()
1479 if(activator.voicescript != self)
1481 activator.voicescript = self;
1482 activator.voicescript_index = 0;
1483 activator.voicescript_nextthink = time + self.delay;
1487 void target_voicescript_next(entity pl)
1492 vs = pl.voicescript;
1495 if(vs.message == "")
1497 if(pl.classname != "player")
1502 if(time >= pl.voicescript_voiceend)
1504 if(time >= pl.voicescript_nextthink)
1506 // get the next voice...
1507 n = tokenize_sane(vs.message);
1509 if(pl.voicescript_index < vs.cnt)
1510 i = pl.voicescript_index * 2;
1511 else if(n > vs.cnt * 2)
1512 i = mod(pl.voicescript_index - vs.cnt, (n - vs.cnt * 2 - 1) / 2) * 2 + vs.cnt * 2 + 1;
1518 play2(pl, strcat(vs.netname, "/", argv(i), ".wav"));
1519 pl.voicescript_voiceend = time + stof(argv(i + 1));
1522 pl.voicescript = world;
1524 pl.voicescript_index += 1;
1525 pl.voicescript_nextthink = pl.voicescript_voiceend + vs.wait * (0.5 + random());
1530 void spawnfunc_target_voicescript()
1532 // netname: directory of the sound files
1533 // message: list of "sound file" duration "sound file" duration, a *, and again a list
1534 // foo1 4.1 foo2 4.0 foo3 3.1 * fool1 1.1 fool2 7.1 fool3 9.1 fool4 3.7
1535 // wait: average time between messages
1536 // delay: initial delay before the first message
1539 self.use = target_voicescript_use;
1541 n = tokenize_sane(self.message);
1543 for(i = 0; i+1 < n; i += 2)
1550 precache_sound(strcat(self.netname, "/", argv(i), ".wav"));
1556 void trigger_relay_teamcheck_use()
1560 if(self.spawnflags & 2)
1562 if(activator.team != self.team)
1567 if(activator.team == self.team)
1573 if(self.spawnflags & 1)
1578 void trigger_relay_teamcheck_reset()
1580 self.team = self.team_saved;
1583 void spawnfunc_trigger_relay_teamcheck()
1585 self.team_saved = self.team;
1586 self.use = trigger_relay_teamcheck_use;
1587 self.reset = trigger_relay_teamcheck_reset;
1592 void trigger_disablerelay_use()
1599 for(e = world; (e = find(e, targetname, self.target)); )
1601 if(e.use == SUB_UseTargets)
1603 e.use = SUB_DontUseTargets;
1606 else if(e.use == SUB_DontUseTargets)
1608 e.use = SUB_UseTargets;
1614 print("Invalid use of trigger_disablerelay: ", ftos(a), " relays were on, ", ftos(b), " relays were off!\n");
1617 void spawnfunc_trigger_disablerelay()
1619 self.use = trigger_disablerelay_use;