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;
39 // create a temp object to fire at a later time
41 t.classname = "DelayedUse";
42 t.nextthink = time + self.delay;
45 t.message = self.message;
46 t.killtarget = self.killtarget;
47 t.target = self.target;
55 if (activator.classname == "player" && self.message != "")
57 centerprint (activator, self.message);
59 play2(activator, "misc/talk.wav");
63 // kill the killtagets
70 t = find (t, targetname, self.killtarget);
86 t = find (t, targetname, self.target);
107 //=============================================================================
109 float SPAWNFLAG_NOMESSAGE = 1;
110 float SPAWNFLAG_NOTOUCH = 1;
112 // the wait time has passed, so set back up for another activation
117 self.health = self.max_health;
118 self.takedamage = DAMAGE_YES;
119 self.solid = SOLID_BBOX;
124 // the trigger was just touched/killed/used
125 // self.enemy should be set to the activator so it can be held through a delay
126 // so wait for the delay time before firing
129 if (self.nextthink > time)
131 return; // allready been triggered
134 if (self.classname == "trigger_secret")
136 if (self.enemy.classname != "player")
138 found_secrets = found_secrets + 1;
139 WriteByte (MSG_ALL, SVC_FOUNDSECRET);
143 sound (self.enemy, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NORM);
145 // don't trigger again until reset
146 self.takedamage = DAMAGE_NO;
148 activator = self.enemy;
154 self.think = multi_wait;
155 self.nextthink = time + self.wait;
158 { // we can't just remove (self) here, because this is a touch function
159 // called wheil C code is looping through area links...
160 self.touch = SUB_Null;
162 self.nextthink = time + 0.1;
163 self.think = SUB_Remove;
169 self.enemy = activator;
175 if (other.classname != "player")
179 if(self.team == other.team)
182 // if the trigger has an angles field, check player's facing direction
183 if (self.movedir != '0 0 0')
185 makevectors (other.angles);
186 if (v_forward * self.movedir < 0)
187 return; // not facing the right way
196 void multi_eventdamage (vector hitloc, float damage, entity inflictor, entity attacker, float deathtype)
198 if (!self.takedamage)
200 self.health = self.health - damage;
201 if (self.health <= 0)
203 self.enemy = attacker;
208 /*QUAKED spawnfunc_trigger_multiple (.5 .5 .5) ? notouch
209 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.
210 If "delay" is set, the trigger waits some time after activating before firing.
211 "wait" : Seconds between triggerings. (.2 default)
212 If notouch is set, the trigger is only fired by other entities, not by touching.
213 NOTOUCH has been obsoleted by spawnfunc_trigger_relay!
219 set "message" to text string
221 void spawnfunc_trigger_multiple()
223 if (self.sounds == 1)
225 precache_sound ("misc/secret.wav");
226 self.noise = "misc/secret.wav";
228 else if (self.sounds == 2)
230 precache_sound ("misc/talk.wav");
231 self.noise = "misc/talk.wav";
233 else if (self.sounds == 3)
235 precache_sound ("misc/trigger1.wav");
236 self.noise = "misc/trigger1.wav";
241 self.use = multi_use;
247 if (self.spawnflags & SPAWNFLAG_NOTOUCH)
248 objerror ("health and notouch don't make sense\n");
249 self.max_health = self.health;
250 self.event_damage = multi_eventdamage;
251 self.takedamage = DAMAGE_YES;
252 self.solid = SOLID_BBOX;
253 setorigin (self, self.origin); // make sure it links into the world
257 if ( !(self.spawnflags & SPAWNFLAG_NOTOUCH) )
259 self.touch = multi_touch;
265 /*QUAKED spawnfunc_trigger_once (.5 .5 .5) ? notouch
266 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
267 "targetname". If "health" is set, the trigger must be killed to activate.
268 If notouch is set, the trigger is only fired by other entities, not by touching.
269 if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired.
270 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.
276 set "message" to text string
278 void spawnfunc_trigger_once()
281 spawnfunc_trigger_multiple();
284 //=============================================================================
286 /*QUAKED spawnfunc_trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
287 This fixed size trigger cannot be touched, it can only be fired by other events. It can contain killtargets, targets, delays, and messages.
289 void spawnfunc_trigger_relay()
291 self.use = SUB_UseTargets;
296 self.think = SUB_UseTargets;
297 self.nextthink = self.wait;
300 void spawnfunc_trigger_delay()
305 self.use = delay_use;
308 //=============================================================================
313 self.count = self.count - 1;
319 if (activator.classname == "player"
320 && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
323 centerprint (activator, "There are more to go...");
324 else if (self.count == 3)
325 centerprint (activator, "Only 3 more to go...");
326 else if (self.count == 2)
327 centerprint (activator, "Only 2 more to go...");
329 centerprint (activator, "Only 1 more to go...");
334 if (activator.classname == "player"
335 && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
336 centerprint(activator, "Sequence completed!");
337 self.enemy = activator;
341 /*QUAKED spawnfunc_trigger_counter (.5 .5 .5) ? nomessage
342 Acts as an intermediary for an action that takes multiple inputs.
344 If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished.
346 After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
348 void spawnfunc_trigger_counter()
354 self.use = counter_use;
357 .float triggerhurttime;
358 void trigger_hurt_touch()
360 // only do the EXACTTRIGGER_TOUCH checks when really needed (saves some cpu)
363 if (other.items & IT_KEY1 || other.items & IT_KEY2) // reset flag
366 other.pain_finished = min(other.pain_finished, time + 2);
368 else if (other.classname == "rune") // reset runes
371 other.nextthink = min(other.nextthink, time + 1);
375 if (other.takedamage)
376 if (other.triggerhurttime < time)
379 other.triggerhurttime = time + 1;
380 Damage (other, self, self, self.dmg, DEATH_HURTTRIGGER, other.origin, '0 0 0');
386 /*QUAKED spawnfunc_trigger_hurt (.5 .5 .5) ?
387 Any object touching this will be hurt
388 set dmg to damage amount
391 .entity trigger_hurt_next;
392 entity trigger_hurt_last;
393 entity trigger_hurt_first;
394 void spawnfunc_trigger_hurt()
397 self.touch = trigger_hurt_touch;
401 self.message = "was in the wrong place.";
403 if(!trigger_hurt_first)
404 trigger_hurt_first = self;
405 if(trigger_hurt_last)
406 trigger_hurt_last.trigger_hurt_next = self;
407 trigger_hurt_last = self;
410 float trace_hits_box_a0, trace_hits_box_a1;
412 float trace_hits_box_1d(float end, float thmi, float thma)
416 // just check if x is in range
424 // do the trace with respect to x
425 // 0 -> end has to stay in thmi -> thma
426 trace_hits_box_a0 = max(trace_hits_box_a0, min(thmi / end, thma / end));
427 trace_hits_box_a1 = min(trace_hits_box_a1, max(thmi / end, thma / end));
428 if(trace_hits_box_a0 > trace_hits_box_a1)
434 float trace_hits_box(vector start, vector end, vector thmi, vector thma)
439 // now it is a trace from 0 to end
441 trace_hits_box_a0 = 0;
442 trace_hits_box_a1 = 1;
444 if(!trace_hits_box_1d(end_x, thmi_x, thma_x))
446 if(!trace_hits_box_1d(end_y, thmi_y, thma_y))
448 if(!trace_hits_box_1d(end_z, thmi_z, thma_z))
454 float tracebox_hits_box(vector start, vector mi, vector ma, vector end, vector thmi, vector thma)
456 return trace_hits_box(start, end, thmi - ma, thma - mi);
459 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end)
463 for(th = trigger_hurt_first; th; th = th.trigger_hurt_next)
464 if(tracebox_hits_box(start, mi, ma, end, th.absmin, th.absmax))
471 void target_speaker_use() {sound(self, CHAN_TRIGGER, self.noise, VOL_BASE, ATTN_NORM);}
473 void spawnfunc_target_speaker()
476 precache_sound (self.noise);
478 self.use = target_speaker_use;
480 ambientsound (self.origin, self.noise, VOL_BASE, ATTN_STATIC);
484 void spawnfunc_func_stardust() {
485 self.effects = EF_STARDUST;
488 float pointparticles_SendEntity(entity to, float fl)
490 WriteByte(MSG_ENTITY, ENT_CLIENT_POINTPARTICLES);
491 WriteByte(MSG_ENTITY, fl);
495 WriteCoord(MSG_ENTITY, self.impulse);
497 WriteCoord(MSG_ENTITY, 0); // off
501 WriteCoord(MSG_ENTITY, self.origin_x);
502 WriteCoord(MSG_ENTITY, self.origin_y);
503 WriteCoord(MSG_ENTITY, self.origin_z);
507 if(self.modelindex != 4.2)
509 WriteShort(MSG_ENTITY, self.modelindex);
510 WriteCoord(MSG_ENTITY, self.mins_x);
511 WriteCoord(MSG_ENTITY, self.mins_y);
512 WriteCoord(MSG_ENTITY, self.mins_z);
513 WriteCoord(MSG_ENTITY, self.maxs_x);
514 WriteCoord(MSG_ENTITY, self.maxs_y);
515 WriteCoord(MSG_ENTITY, self.maxs_z);
519 WriteShort(MSG_ENTITY, 0);
520 WriteCoord(MSG_ENTITY, self.maxs_x);
521 WriteCoord(MSG_ENTITY, self.maxs_y);
522 WriteCoord(MSG_ENTITY, self.maxs_z);
524 WriteShort(MSG_ENTITY, self.cnt);
525 WriteShort(MSG_ENTITY, compressShortVector(self.velocity));
526 WriteShort(MSG_ENTITY, compressShortVector(self.movedir));
527 WriteCoord(MSG_ENTITY, self.waterlevel);
528 WriteCoord(MSG_ENTITY, self.count);
529 WriteByte(MSG_ENTITY, self.glow_color);
530 WriteString(MSG_ENTITY, self.noise);
535 void pointparticles_use()
537 self.state = !self.state;
541 void pointparticles_think()
543 if(self.origin != self.oldorigin)
546 self.oldorigin = self.origin;
548 self.nextthink = time;
551 void spawnfunc_func_pointparticles()
554 setmodel(self, self.model);
556 precache_sound (self.noise);
558 self.effects = EF_NODEPTHTEST;
559 self.SendEntity = pointparticles_SendEntity;
563 self.modelindex = 4.2;
564 self.origin += self.mins;
565 self.maxs -= self.mins;
567 self.model = "net_entity";
569 self.cnt = particleeffectnum(self.mdl);
570 if(self.targetname != "")
572 self.use = pointparticles_use;
573 if(self.spawnflags & 1)
580 self.think = pointparticles_think;
581 self.nextthink = time;
584 void spawnfunc_func_sparks()
586 // self.cnt is the amount of sparks that one burst will spawn
588 self.cnt = 25.0; // nice default value
591 // self.wait is the probability that a sparkthink will spawn a spark shower
592 // range: 0 - 1, but 0 makes little sense, so...
593 if(self.wait < 0.05) {
594 self.wait = 0.25; // nice default value
597 self.count = self.cnt;
600 self.velocity = '0 0 -1';
601 self.mdl = "func_sparks";
602 self.impulse = 0.1 / self.wait;
605 spawnfunc_func_pointparticles();
608 float rainsnow_SendEntity(float to)
610 WriteByte(MSG_ENTITY, ENT_CLIENT_RAINSNOW);
611 WriteByte(MSG_ENTITY, self.state);
612 WriteCoord(MSG_ENTITY, self.origin_x + self.mins_x);
613 WriteCoord(MSG_ENTITY, self.origin_y + self.mins_y);
614 WriteCoord(MSG_ENTITY, self.origin_z + self.mins_z);
615 WriteCoord(MSG_ENTITY, self.maxs_x - self.mins_x);
616 WriteCoord(MSG_ENTITY, self.maxs_y - self.mins_y);
617 WriteCoord(MSG_ENTITY, self.maxs_z - self.mins_z);
618 WriteShort(MSG_ENTITY, compressShortVector(self.dest));
619 WriteShort(MSG_ENTITY, self.count);
620 WriteByte(MSG_ENTITY, self.cnt);
624 /*QUAKED spawnfunc_func_rain (0 .5 .8) ?
625 This is an invisible area like a trigger, which rain falls inside of.
629 falling direction (should be something like '0 0 -700', use the X and Y velocity for wind)
631 sets color of rain (default 12 - white)
633 adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
635 void spawnfunc_func_rain()
637 self.dest = self.velocity;
638 self.velocity = '0 0 0';
640 self.dest = '0 0 -700';
641 self.angles = '0 0 0';
642 self.movetype = MOVETYPE_NONE;
643 self.solid = SOLID_NOT;
644 SetBrushEntityModel();
650 self.count = 0.01 * self.count * (self.size_x / 1024) * (self.size_y / 1024);
653 if(self.count > 65535)
656 self.state = 1; // 1 is rain, 0 is snow
657 self.effects = EF_NODEPTHTEST;
658 self.SendEntity = rainsnow_SendEntity;
661 self.model = "net_entity";
665 /*QUAKED spawnfunc_func_snow (0 .5 .8) ?
666 This is an invisible area like a trigger, which snow falls inside of.
670 falling direction (should be something like '0 0 -300', use the X and Y velocity for wind)
672 sets color of rain (default 12 - white)
674 adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
676 void spawnfunc_func_snow()
678 self.dest = self.velocity;
679 self.velocity = '0 0 0';
681 self.dest = '0 0 -300';
682 self.angles = '0 0 0';
683 self.movetype = MOVETYPE_NONE;
684 self.solid = SOLID_NOT;
685 SetBrushEntityModel();
691 self.count = 0.01 * self.count * (self.size_x / 1024) * (self.size_y / 1024);
694 if(self.count > 65535)
697 self.state = 0; // 1 is rain, 0 is snow
698 self.effects = EF_NODEPTHTEST;
699 self.SendEntity = rainsnow_SendEntity;
702 self.model = "net_entity";
706 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float deathtype);
708 void misc_laser_aim()
713 a = vectoangles(self.enemy.origin - self.origin);
721 if(self.origin != self.oldorigin)
725 void misc_laser_think()
729 self.nextthink = time;
733 self.enemy = find(world, targetname, self.target);
742 makevectors(self.angles);
743 o = self.origin + 32768 * v_forward;
748 FireRailgunBullet(self.origin, o, 100000, 0, DEATH_HURTTRIGGER);
750 FireRailgunBullet(self.origin, o, self.dmg * frametime, 0, DEATH_HURTTRIGGER);
754 float laser_SendEntity(entity to, float fl)
756 WriteByte(MSG_ENTITY, ENT_CLIENT_LASER);
757 WriteByte(MSG_ENTITY, fl);
760 WriteCoord(MSG_ENTITY, self.origin_x);
761 WriteCoord(MSG_ENTITY, self.origin_y);
762 WriteCoord(MSG_ENTITY, self.origin_z);
766 WriteByte(MSG_ENTITY, self.colormod_x * 255.0);
767 WriteByte(MSG_ENTITY, self.colormod_y * 255.0);
768 WriteByte(MSG_ENTITY, self.colormod_z * 255.0);
769 WriteShort(MSG_ENTITY, self.cnt);
773 WriteCoord(MSG_ENTITY, self.angles_x);
774 WriteCoord(MSG_ENTITY, self.angles_y);
777 WriteByte(MSG_ENTITY, self.state);
781 /*QUAKED spawnfunc_misc_laser (.5 .5 .5) ? START_ON
782 Any object touching the beam will be hurt
785 spawnfunc_target_position where the laser ends
787 name of beam end effect to use
789 color of the beam (default: red)
791 damage per second (-1 for a laser that kills immediately)
795 self.state = !self.state;
800 void spawnfunc_misc_laser()
804 self.cnt = particleeffectnum(strcat(self.mdl, "_end"));
806 self.cnt = particleeffectnum(self.mdl);
810 self.cnt = particleeffectnum("misc_laser_beam_end");
812 if(self.colormod == '0 0 0')
813 self.colormod = '1 0 0';
815 self.message = "saw the light";
816 self.think = misc_laser_think;
817 self.nextthink = time;
819 self.effects = EF_NODEPTHTEST;
820 self.SendEntity = laser_SendEntity;
823 self.model = "net_entity";
825 if(self.targetname != "")
827 self.use = laser_use;
828 if(self.spawnflags & 1)
837 // tZorks trigger impulse / gravity
843 // targeted (directional) mode
844 void trigger_impulse_touch1()
850 // FIXME: Better checking for what to push and not.
851 if (other.classname != "player")
852 if (other.classname != "corpse")
853 if (other.classname != "body")
854 if (other.classname != "gib")
855 if (other.classname != "missile")
856 if (other.classname != "casing")
857 if (other.classname != "grenade")
858 if (other.classname != "plasma")
859 if (other.classname != "plasma_prim")
860 if (other.classname != "plasma_chain")
861 if (other.classname != "droppedweapon")
864 if (other.deadflag && other.classname == "player")
869 targ = find(world, targetname, self.target);
872 objerror("trigger_force without a (valid) .target!\n");
877 if(self.falloff == 1)
878 str = (str / self.radius) * self.strength;
879 else if(self.falloff == 2)
880 str = (1 - (str / self.radius)) * self.strength;
884 pushdeltatime = time - other.lastpushtime;
885 if (pushdeltatime > 0.15) pushdeltatime = 0;
886 other.lastpushtime = time;
887 if(!pushdeltatime) return;
889 other.velocity = other.velocity + normalize(targ.origin - self.origin) * self.strength * pushdeltatime;
892 // Directionless (accelerator/decelerator) mode
893 void trigger_impulse_touch2()
897 // FIXME: Better checking for what to push and not.
898 if (other.classname != "player")
899 if (other.classname != "corpse")
900 if (other.classname != "body")
901 if (other.classname != "gib")
902 if (other.classname != "missile")
903 if (other.classname != "casing")
904 if (other.classname != "grenade")
905 if (other.classname != "plasma")
906 if (other.classname != "plasma_prim")
907 if (other.classname != "plasma_chain")
908 if (other.classname != "droppedweapon")
911 if (other.deadflag && other.classname == "player")
916 pushdeltatime = time - other.lastpushtime;
917 if (pushdeltatime > 0.15) pushdeltatime = 0;
918 other.lastpushtime = time;
919 if(!pushdeltatime) return;
921 //if(self.strength > 1)
922 other.velocity = other.velocity * (self.strength * pushdeltatime);
924 // other.velocity = other.velocity - (other.velocity * self.strength * pushdeltatime);
927 // Spherical (gravity/repulsor) mode
928 void trigger_impulse_touch3()
933 // FIXME: Better checking for what to push and not.
934 if (other.classname != "player")
935 if (other.classname != "corpse")
936 if (other.classname != "body")
937 if (other.classname != "gib")
938 if (other.classname != "missile")
939 if (other.classname != "casing")
940 if (other.classname != "grenade")
941 if (other.classname != "plasma")
942 if (other.classname != "plasma_prim")
943 if (other.classname != "plasma_chain")
944 if (other.classname != "droppedweapon")
947 if (other.deadflag && other.classname == "player")
952 pushdeltatime = time - other.lastpushtime;
953 if (pushdeltatime > 0.15) pushdeltatime = 0;
954 other.lastpushtime = time;
955 if(!pushdeltatime) return;
957 setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
959 str = min(self.radius, vlen(self.origin - other.origin));
961 if(self.falloff == 1)
962 str = (1 - str / self.radius) * self.strength; // 1 in the inside
963 else if(self.falloff == 2)
964 str = (str / self.radius) * self.strength; // 0 in the inside
968 other.velocity = other.velocity + normalize(other.origin - self.origin) * str * pushdeltatime;
971 /*QUAKED spawnfunc_trigger_impulse (.5 .5 .5) ?
972 -------- KEYS --------
973 target : If this is set, this points to the spawnfunc_target_position to which the player will get pushed.
974 If not, this trigger acts like a damper/accelerator field.
976 strength : This is how mutch force to add in the direction of .target each second
977 when .target is set. If not, this is hoe mutch to slow down/accelerate
978 someting cought inside this trigger. (1=no change, 0,5 half speed rougthly each tic, 2 = doubble)
980 radius : If set, act as a spherical device rather then a liniar one.
982 falloff : 0 = none, 1 = liniar, 2 = inverted liniar
984 -------- NOTES --------
985 Use a brush textured with common/origin in the trigger entity to determine the origin of the force
986 in directional and sperical mode. For damper/accelerator mode this is not nessesary (and has no effect).
989 void spawnfunc_trigger_impulse()
994 if(!self.strength) self.strength = 2000;
995 setorigin(self, self.origin);
996 setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
997 self.touch = trigger_impulse_touch3;
1003 if(!self.strength) self.strength = 950;
1004 self.touch = trigger_impulse_touch1;
1008 if(!self.strength) self.strength = 0.9;
1009 self.touch = trigger_impulse_touch2;
1014 /*QUAKED spawnfunc_trigger_flipflop (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ENABLED
1015 "Flip-flop" trigger gate... lets only every second trigger event through
1019 self.state = !self.state;
1024 void spawnfunc_trigger_flipflop()
1026 if(self.spawnflags & 1)
1028 self.use = flipflop_use;
1031 /*QUAKED spawnfunc_trigger_monoflop (.5 .5 .5) (-8 -8 -8) (8 8 8)
1032 "Mono-flop" trigger gate... turns one trigger event into one "on" and one "off" event, separated by a delay of "wait"
1036 self.nextthink = time + self.wait;
1042 void monoflop_fixed_use()
1046 self.nextthink = time + self.wait;
1051 void monoflop_think()
1057 void spawnfunc_trigger_monoflop()
1061 if(self.spawnflags & 1)
1062 self.use = monoflop_fixed_use;
1064 self.use = monoflop_use;
1065 self.think = monoflop_think;
1072 src = find(world, targetname, self.killtarget);
1073 dst = find(world, targetname, self.target);
1077 objerror("follow: could not find target/killtarget");
1081 dst.movetype = MOVETYPE_FOLLOW;
1083 dst.punchangle = src.angles;
1084 dst.view_ofs = dst.origin - src.origin;
1085 dst.v_angle = dst.angles - src.angles;
1090 void spawnfunc_misc_follow()
1092 self.think = follow_think;
1093 self.nextthink = time;