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.model != "null")
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();
692 self.count = 0.01 * self.count * (self.size_x / 1024) * (self.size_y / 1024);
695 if(self.count > 65535)
698 self.state = 1; // 1 is rain, 0 is snow
699 self.effects = EF_NODEPTHTEST;
700 self.SendEntity = rainsnow_SendEntity;
705 vector misave, masave;
708 setmodel(self, "null");
709 setsize(self, misave, masave);
714 /*QUAKED spawnfunc_func_snow (0 .5 .8) ?
715 This is an invisible area like a trigger, which snow falls inside of.
719 falling direction (should be something like '0 0 -300', use the X and Y velocity for wind)
721 sets color of rain (default 12 - white)
723 adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
725 void spawnfunc_func_snow()
727 self.dest = self.velocity;
728 self.velocity = '0 0 0';
730 self.dest = '0 0 -300';
731 self.angles = '0 0 0';
732 self.movetype = MOVETYPE_NONE;
733 self.solid = SOLID_NOT;
734 SetBrushEntityModel();
740 self.count = 0.01 * self.count * (self.size_x / 1024) * (self.size_y / 1024);
743 if(self.count > 65535)
746 self.state = 0; // 1 is rain, 0 is snow
747 self.effects = EF_NODEPTHTEST;
748 self.SendEntity = rainsnow_SendEntity;
750 setmodel(self, "null");
754 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float deathtype);
756 void misc_laser_aim()
761 if(self.spawnflags & 2)
763 if(self.enemy.origin != self.mangle)
765 self.mangle = self.enemy.origin;
771 a = vectoangles(self.enemy.origin - self.origin);
782 if(self.angles != self.mangle)
784 self.mangle = self.angles;
788 if(self.origin != self.oldorigin)
791 self.oldorigin = self.origin;
795 void misc_laser_init()
797 if(self.target != "")
798 self.enemy = find(world, targetname, self.target);
802 void misc_laser_think()
807 self.nextthink = time;
816 o = self.enemy.origin;
817 if not(self.spawnflags & 2)
818 o = self.origin + normalize(o - self.origin) * 32768;
822 makevectors(self.mangle);
823 o = self.origin + v_forward * 32768;
829 FireRailgunBullet(self.origin, o, 100000, 0, DEATH_HURTTRIGGER);
831 FireRailgunBullet(self.origin, o, self.dmg * frametime, 0, DEATH_HURTTRIGGER);
834 if(self.enemy.target != "") // DETECTOR laser
836 traceline(self.origin, o, MOVE_NORMAL, self);
837 if(trace_ent.iscreature)
839 self.pusher = trace_ent;
846 activator = self.pusher;
859 activator = self.pusher;
867 float laser_SendEntity(entity to, float fl)
869 WriteByte(MSG_ENTITY, ENT_CLIENT_LASER);
870 fl = fl - (fl & 0xC0); // use that bit to indicate finite length laser
871 if(self.spawnflags & 2)
875 WriteByte(MSG_ENTITY, fl);
878 WriteCoord(MSG_ENTITY, self.origin_x);
879 WriteCoord(MSG_ENTITY, self.origin_y);
880 WriteCoord(MSG_ENTITY, self.origin_z);
884 WriteByte(MSG_ENTITY, self.colormod_x * 255.0);
885 WriteByte(MSG_ENTITY, self.colormod_y * 255.0);
886 WriteByte(MSG_ENTITY, self.colormod_z * 255.0);
888 WriteByte(MSG_ENTITY, self.alpha * 255.0);
889 WriteShort(MSG_ENTITY, self.cnt + 1);
895 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
896 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
897 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
901 WriteCoord(MSG_ENTITY, self.mangle_x);
902 WriteCoord(MSG_ENTITY, self.mangle_y);
906 WriteByte(MSG_ENTITY, self.state);
910 /*QUAKED spawnfunc_misc_laser (.5 .5 .5) ? START_ON DEST_IS_FIXED
911 Any object touching the beam will be hurt
914 spawnfunc_target_position where the laser ends
916 name of beam end effect to use
918 color of the beam (default: red)
920 damage per second (-1 for a laser that kills immediately)
924 self.state = !self.state;
929 void spawnfunc_misc_laser()
933 if(self.mdl == "none")
937 self.cnt = particleeffectnum(self.mdl);
940 self.cnt = particleeffectnum("laser_deadly");
946 self.cnt = particleeffectnum("laser_deadly");
953 if(self.colormod == '0 0 0')
955 self.colormod = '1 0 0';
957 self.message = "saw the light";
959 self.message2 = "was pushed into a laser by";
960 self.think = misc_laser_think;
961 self.nextthink = time;
962 InitializeEntity(self, misc_laser_init, INITPRIO_FINDTARGET);
964 self.effects = EF_NODEPTHTEST;
965 self.SendEntity = laser_SendEntity;
967 setmodel(self, "null");
968 self.mangle = self.angles;
972 self.use = laser_use;
973 if(self.spawnflags & 1)
982 // tZorks trigger impulse / gravity
988 // targeted (directional) mode
989 void trigger_impulse_touch1()
995 // FIXME: Better checking for what to push and not.
996 if not(other.iscreature)
997 if (other.classname != "corpse")
998 if (other.classname != "body")
999 if (other.classname != "gib")
1000 if (other.classname != "missile")
1001 if (other.classname != "rocket")
1002 if (other.classname != "casing")
1003 if (other.classname != "grenade")
1004 if (other.classname != "plasma")
1005 if (other.classname != "plasma_prim")
1006 if (other.classname != "plasma_chain")
1007 if (other.classname != "droppedweapon")
1010 if (other.deadflag && other.iscreature)
1015 targ = find(world, targetname, self.target);
1018 objerror("trigger_force without a (valid) .target!\n");
1023 if(self.falloff == 1)
1024 str = (str / self.radius) * self.strength;
1025 else if(self.falloff == 2)
1026 str = (1 - (str / self.radius)) * self.strength;
1028 str = self.strength;
1030 pushdeltatime = time - other.lastpushtime;
1031 if (pushdeltatime > 0.15) pushdeltatime = 0;
1032 other.lastpushtime = time;
1033 if(!pushdeltatime) return;
1035 other.velocity = other.velocity + normalize(targ.origin - self.origin) * self.strength * pushdeltatime;
1038 // Directionless (accelerator/decelerator) mode
1039 void trigger_impulse_touch2()
1041 float pushdeltatime;
1043 // FIXME: Better checking for what to push and not.
1044 if not(other.iscreature)
1045 if (other.classname != "corpse")
1046 if (other.classname != "body")
1047 if (other.classname != "gib")
1048 if (other.classname != "missile")
1049 if (other.classname != "rocket")
1050 if (other.classname != "casing")
1051 if (other.classname != "grenade")
1052 if (other.classname != "plasma")
1053 if (other.classname != "plasma_prim")
1054 if (other.classname != "plasma_chain")
1055 if (other.classname != "droppedweapon")
1058 if (other.deadflag && other.iscreature)
1063 pushdeltatime = time - other.lastpushtime;
1064 if (pushdeltatime > 0.15) pushdeltatime = 0;
1065 other.lastpushtime = time;
1066 if(!pushdeltatime) return;
1068 //if(self.strength > 1)
1069 other.velocity = other.velocity * (self.strength * pushdeltatime);
1071 // other.velocity = other.velocity - (other.velocity * self.strength * pushdeltatime);
1074 // Spherical (gravity/repulsor) mode
1075 void trigger_impulse_touch3()
1077 float pushdeltatime;
1080 // FIXME: Better checking for what to push and not.
1081 if not(other.iscreature)
1082 if (other.classname != "corpse")
1083 if (other.classname != "body")
1084 if (other.classname != "gib")
1085 if (other.classname != "missile")
1086 if (other.classname != "rocket")
1087 if (other.classname != "casing")
1088 if (other.classname != "grenade")
1089 if (other.classname != "plasma")
1090 if (other.classname != "plasma_prim")
1091 if (other.classname != "plasma_chain")
1092 if (other.classname != "droppedweapon")
1095 if (other.deadflag && other.iscreature)
1100 pushdeltatime = time - other.lastpushtime;
1101 if (pushdeltatime > 0.15) pushdeltatime = 0;
1102 other.lastpushtime = time;
1103 if(!pushdeltatime) return;
1105 setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
1107 str = min(self.radius, vlen(self.origin - other.origin));
1109 if(self.falloff == 1)
1110 str = (1 - str / self.radius) * self.strength; // 1 in the inside
1111 else if(self.falloff == 2)
1112 str = (str / self.radius) * self.strength; // 0 in the inside
1114 str = self.strength;
1116 other.velocity = other.velocity + normalize(other.origin - self.origin) * str * pushdeltatime;
1119 /*QUAKED spawnfunc_trigger_impulse (.5 .5 .5) ?
1120 -------- KEYS --------
1121 target : If this is set, this points to the spawnfunc_target_position to which the player will get pushed.
1122 If not, this trigger acts like a damper/accelerator field.
1124 strength : This is how mutch force to add in the direction of .target each second
1125 when .target is set. If not, this is hoe mutch to slow down/accelerate
1126 someting cought inside this trigger. (1=no change, 0,5 half speed rougthly each tic, 2 = doubble)
1128 radius : If set, act as a spherical device rather then a liniar one.
1130 falloff : 0 = none, 1 = liniar, 2 = inverted liniar
1132 -------- NOTES --------
1133 Use a brush textured with common/origin in the trigger entity to determine the origin of the force
1134 in directional and sperical mode. For damper/accelerator mode this is not nessesary (and has no effect).
1137 void spawnfunc_trigger_impulse()
1142 if(!self.strength) self.strength = 2000;
1143 setorigin(self, self.origin);
1144 setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
1145 self.touch = trigger_impulse_touch3;
1151 if(!self.strength) self.strength = 950;
1152 self.touch = trigger_impulse_touch1;
1156 if(!self.strength) self.strength = 0.9;
1157 self.touch = trigger_impulse_touch2;
1162 /*QUAKED spawnfunc_trigger_flipflop (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ENABLED
1163 "Flip-flop" trigger gate... lets only every second trigger event through
1167 self.state = !self.state;
1172 void spawnfunc_trigger_flipflop()
1174 if(self.spawnflags & 1)
1176 self.use = flipflop_use;
1179 /*QUAKED spawnfunc_trigger_monoflop (.5 .5 .5) (-8 -8 -8) (8 8 8)
1180 "Mono-flop" trigger gate... turns one trigger event into one "on" and one "off" event, separated by a delay of "wait"
1184 self.nextthink = time + self.wait;
1185 self.enemy = activator;
1191 void monoflop_fixed_use()
1195 self.nextthink = time + self.wait;
1197 self.enemy = activator;
1201 void monoflop_think()
1204 activator = self.enemy;
1208 void spawnfunc_trigger_monoflop()
1212 if(self.spawnflags & 1)
1213 self.use = monoflop_fixed_use;
1215 self.use = monoflop_use;
1216 self.think = monoflop_think;
1220 void multivibrator_send()
1225 cyclestart = floor((time + self.phase) / (self.wait + self.respawntime)) * (self.wait + self.respawntime) - self.phase;
1227 newstate = (time < cyclestart + self.wait);
1230 if(self.state != newstate)
1232 self.state = newstate;
1235 self.nextthink = cyclestart + self.wait + 0.01;
1237 self.nextthink = cyclestart + self.wait + self.respawntime + 0.01;
1240 void multivibrator_toggle()
1242 if(self.nextthink == 0)
1244 multivibrator_send();
1257 /*QUAKED trigger_multivibrator (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ON
1258 "Multivibrator" trigger gate... repeatedly sends trigger events. When triggered, turns on or off.
1259 -------- KEYS --------
1260 target: trigger all entities with this targetname when it goes off
1261 targetname: name that identifies this entity so it can be triggered; when off, it always uses the OFF state
1262 phase: offset of the timing
1263 wait: "on" cycle time (default: 1)
1264 respawntime: "off" cycle time (default: same as wait)
1265 -------- SPAWNFLAGS --------
1266 START_ON: assume it is already turned on (when targeted)
1268 void spawnfunc_trigger_multivibrator()
1272 if(!self.respawntime)
1273 self.respawntime = self.wait;
1276 self.use = multivibrator_toggle;
1277 self.think = multivibrator_send;
1278 self.nextthink = time;
1282 if(!(self.spawnflags & 1))
1283 self.nextthink = 0; // wait for a trigger event
1286 self.nextthink = time;
1293 src = find(world, targetname, self.killtarget);
1294 dst = find(world, targetname, self.target);
1298 objerror("follow: could not find target/killtarget");
1302 dst.movetype = MOVETYPE_FOLLOW;
1304 dst.punchangle = src.angles;
1305 dst.view_ofs = dst.origin - src.origin;
1306 dst.v_angle = dst.angles - src.angles;
1311 void spawnfunc_misc_follow()
1313 InitializeEntity(self, follow_init, INITPRIO_FINDTARGET);
1319 .entity voicescript; // attached voice script
1320 .float voicescript_index; // index of next voice, or -1 to use the randomized ones
1321 .float voicescript_nextthink; // time to play next voice
1322 .float voicescript_voiceend; // time when this voice ends
1324 void target_voicescript_clear(entity pl)
1326 pl.voicescript = world;
1329 void target_voicescript_use()
1331 if(activator.voicescript != self)
1333 activator.voicescript = self;
1334 activator.voicescript_index = 0;
1335 activator.voicescript_nextthink = time + self.delay;
1339 void target_voicescript_next(entity pl)
1344 vs = pl.voicescript;
1347 if(vs.message == "")
1349 if(pl.classname != "player")
1354 if(time >= pl.voicescript_voiceend)
1356 if(time >= pl.voicescript_nextthink)
1358 // get the next voice...
1359 n = tokenize_sane(vs.message);
1361 if(pl.voicescript_index < vs.cnt)
1362 i = pl.voicescript_index * 2;
1363 else if(n > vs.cnt * 2)
1364 i = mod(pl.voicescript_index - vs.cnt, (n - vs.cnt * 2 - 1) / 2) * 2 + vs.cnt * 2 + 1;
1370 play2(pl, strcat(vs.netname, "/", argv(i), ".wav"));
1371 pl.voicescript_voiceend = time + stof(argv(i + 1));
1374 pl.voicescript = world;
1376 pl.voicescript_index += 1;
1377 pl.voicescript_nextthink = pl.voicescript_voiceend + vs.wait * (0.5 + random());
1382 void spawnfunc_target_voicescript()
1384 // netname: directory of the sound files
1385 // message: list of "sound file" duration "sound file" duration, a *, and again a list
1386 // foo1 4.1 foo2 4.0 foo3 3.1 * fool1 1.1 fool2 7.1 fool3 9.1 fool4 3.7
1387 // wait: average time between messages
1388 // delay: initial delay before the first message
1391 self.use = target_voicescript_use;
1393 n = tokenize_sane(self.message);
1395 for(i = 0; i+1 < n; i += 2)
1402 precache_sound(strcat(self.netname, "/", argv(i), ".wav"));