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;
489 float pointparticles_SendEntity(entity to)
491 WriteByte(MSG_ENTITY, ENT_CLIENT_POINTPARTICLES);
492 WriteShort(MSG_ENTITY, self.modelindex);
493 WriteCoord(MSG_ENTITY, self.origin_x + self.mins_x);
494 WriteCoord(MSG_ENTITY, self.origin_y + self.mins_y);
495 WriteCoord(MSG_ENTITY, self.origin_z + self.mins_z);
496 WriteCoord(MSG_ENTITY, self.maxs_x - self.mins_x);
497 WriteCoord(MSG_ENTITY, self.maxs_y - self.mins_y);
498 WriteCoord(MSG_ENTITY, self.maxs_z - self.mins_z);
499 WriteShort(MSG_ENTITY, self.cnt);
500 WriteCoord(MSG_ENTITY, self.impulse);
501 WriteCoord(MSG_ENTITY, self.velocity_x);
502 WriteCoord(MSG_ENTITY, self.velocity_y);
503 WriteCoord(MSG_ENTITY, self.velocity_z);
504 WriteCoord(MSG_ENTITY, self.waterlevel);
505 WriteCoord(MSG_ENTITY, self.count);
506 WriteByte(MSG_ENTITY, self.glow_color);
507 WriteString(MSG_ENTITY, self.noise);
511 void spawnfunc_func_sparks()
513 // self.cnt is the amount of sparks that one burst will spawn
515 self.cnt = 25.0; // nice default value
518 // self.wait is the probability that a sparkthink will spawn a spark shower
519 // range: 0 - 1, but 0 makes little sense, so...
520 if(self.wait < 0.05) {
521 self.wait = 0.25; // nice default value
526 precache_sound (self.noise);
528 self.effects = EF_NODEPTHTEST;
529 self.SendEntity = pointparticles_SendEntity;
532 self.model = "net_entity";
534 self.count = self.cnt;
537 self.velocity = '0 0 -1';
538 self.cnt = particleeffectnum("TE_SPARK");
539 self.impulse = 0.1 / self.wait;
544 self.nextthink = time + 0.1;
545 te_particlerain(self.absmin, self.absmax, self.dest, self.count, self.cnt);
546 // te_particlesnow(self.absmin, self.absmax, self.dest * 0.25, self.count, self.cnt);
547 // WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
548 // WriteByte (MSG_BROADCAST, TE_PARTICLERAIN);
549 // WriteVec (MSG_BROADCAST, self.absmin);
550 // WriteVec (MSG_BROADCAST, self.absmax);
551 // WriteVec (MSG_BROADCAST, self.dest);
552 // WriteShort (MSG_BROADCAST, self.count);
553 // WriteByte (MSG_BROADCAST, self.cnt);
556 /*QUAKED spawnfunc_func_rain (0 .5 .8) ?
557 This is an invisible area like a trigger, which rain falls inside of.
561 falling direction (should be something like '0 0 -700', use the X and Y velocity for wind)
563 sets color of rain (default 12 - white)
565 adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
567 void spawnfunc_func_rain()
569 self.dest = self.velocity;
570 self.velocity = '0 0 0';
572 self.dest = '0 0 -700';
573 self.angles = '0 0 0';
574 self.movetype = MOVETYPE_NONE;
575 self.solid = SOLID_NOT;
576 SetBrushEntityModel();
582 self.count = 0.1 * self.count * (self.size_x / 1024) * (self.size_y / 1024);
588 // convert from per second to per 0.1 sec,
589 self.count = ceil(self.count * 0.1);
590 self.think = rain_think;
591 self.nextthink = time + 0.5;
597 self.nextthink = time + 0.1 + random() * 0.05;
598 te_particlesnow(self.absmin, self.absmax, self.dest, self.count, self.cnt);
599 // WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
600 // WriteByte (MSG_BROADCAST, TE_PARTICLESNOW);
601 // WriteVec (MSG_BROADCAST, self.absmin);
602 // WriteVec (MSG_BROADCAST, self.absmax);
603 // WriteVec (MSG_BROADCAST, self.dest);
604 // WriteShort (MSG_BROADCAST, self.count);
605 // WriteByte (MSG_BROADCAST, self.cnt);
608 /*QUAKED spawnfunc_func_snow (0 .5 .8) ?
609 This is an invisible area like a trigger, which snow falls inside of.
613 falling direction (should be something like '0 0 -300', use the X and Y velocity for wind)
615 sets color of rain (default 12 - white)
617 adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
619 void spawnfunc_func_snow()
621 self.dest = self.velocity;
622 self.velocity = '0 0 0';
624 self.dest = '0 0 -300';
625 self.angles = '0 0 0';
626 self.movetype = MOVETYPE_NONE;
627 self.solid = SOLID_NOT;
628 SetBrushEntityModel();
634 self.count = 0.1 * self.count * (self.size_x / 1024) * (self.size_y / 1024);
640 // convert from per second to per 0.1 sec,
641 self.count = ceil(self.count * 0.1);
642 self.think = snow_think;
643 self.nextthink = time + 0.5;
647 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float deathtype);
648 void misc_laser_think()
653 self.enemy = find(world, targetname, self.target);
658 o = self.enemy.origin;
662 makevectors(self.angles);
663 o = self.origin + v_forward * MAX_SHOT_DISTANCE;
669 FireRailgunBullet(self.origin, o, 100000, 0, DEATH_HURTTRIGGER);
671 FireRailgunBullet(self.origin, o, self.dmg * frametime, 0, DEATH_HURTTRIGGER);
674 if(time > self.ltime)
676 traceline(self.origin, o, MOVE_WORLDONLY, self);
677 trailparticles(self, self.cnt, self.origin, trace_endpos);
678 pointparticles(self.lip, trace_endpos, trace_plane_normal, 256 * frametime);
679 self.ltime = time + self.wait;
681 self.nextthink = time;
683 /*QUAKED spawnfunc_misc_laser (.5 .5 .5) ?
684 Any object touching the beam will be hurt
687 spawnfunc_target_position where the laser ends
689 name of beam effect to use
691 damage per second (-1 for a laser that kills immediately)
693 delay between sending the particle effect
695 void spawnfunc_misc_laser()
699 self.cnt = particleeffectnum(self.mdl);
700 self.lip = particleeffectnum(strcat(self.mdl, "_end"));
704 self.cnt = particleeffectnum("misc_laser_beam");
705 self.lip = particleeffectnum("misc_laser_beam_end");
710 self.message = "saw the light";
711 self.think = misc_laser_think;
712 self.nextthink = time;
715 // tZorks trigger impulse / gravity
721 // targeted (directional) mode
722 void trigger_impulse_touch1()
728 // FIXME: Better checking for what to push and not.
729 if (other.classname != "player")
730 if (other.classname != "corpse")
731 if (other.classname != "body")
732 if (other.classname != "gib")
733 if (other.classname != "missile")
734 if (other.classname != "casing")
735 if (other.classname != "grenade")
736 if (other.classname != "plasma")
737 if (other.classname != "plasma_prim")
738 if (other.classname != "plasma_chain")
739 if (other.classname != "droppedweapon")
742 if (other.deadflag && other.classname == "player")
747 targ = find(world, targetname, self.target);
750 objerror("trigger_force without a (valid) .target!\n");
755 if(self.falloff == 1)
756 str = (str / self.radius) * self.strength;
757 else if(self.falloff == 2)
758 str = (1 - (str / self.radius)) * self.strength;
762 pushdeltatime = time - other.lastpushtime;
763 if (pushdeltatime > 0.15) pushdeltatime = 0;
764 other.lastpushtime = time;
765 if(!pushdeltatime) return;
767 other.velocity = other.velocity + normalize(targ.origin - self.origin) * self.strength * pushdeltatime;
770 // Directionless (accelerator/decelerator) mode
771 void trigger_impulse_touch2()
775 // FIXME: Better checking for what to push and not.
776 if (other.classname != "player")
777 if (other.classname != "corpse")
778 if (other.classname != "body")
779 if (other.classname != "gib")
780 if (other.classname != "missile")
781 if (other.classname != "casing")
782 if (other.classname != "grenade")
783 if (other.classname != "plasma")
784 if (other.classname != "plasma_prim")
785 if (other.classname != "plasma_chain")
786 if (other.classname != "droppedweapon")
789 if (other.deadflag && other.classname == "player")
794 pushdeltatime = time - other.lastpushtime;
795 if (pushdeltatime > 0.15) pushdeltatime = 0;
796 other.lastpushtime = time;
797 if(!pushdeltatime) return;
799 //if(self.strength > 1)
800 other.velocity = other.velocity * (self.strength * pushdeltatime);
802 // other.velocity = other.velocity - (other.velocity * self.strength * pushdeltatime);
805 // Spherical (gravity/repulsor) mode
806 void trigger_impulse_touch3()
811 // FIXME: Better checking for what to push and not.
812 if (other.classname != "player")
813 if (other.classname != "corpse")
814 if (other.classname != "body")
815 if (other.classname != "gib")
816 if (other.classname != "missile")
817 if (other.classname != "casing")
818 if (other.classname != "grenade")
819 if (other.classname != "plasma")
820 if (other.classname != "plasma_prim")
821 if (other.classname != "plasma_chain")
822 if (other.classname != "droppedweapon")
825 if (other.deadflag && other.classname == "player")
830 pushdeltatime = time - other.lastpushtime;
831 if (pushdeltatime > 0.15) pushdeltatime = 0;
832 other.lastpushtime = time;
833 if(!pushdeltatime) return;
835 setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
837 str = min(self.radius, vlen(self.origin - other.origin));
839 if(self.falloff == 1)
840 str = (1 - str / self.radius) * self.strength; // 1 in the inside
841 else if(self.falloff == 2)
842 str = (str / self.radius) * self.strength; // 0 in the inside
846 other.velocity = other.velocity + normalize(other.origin - self.origin) * str * pushdeltatime;
849 /*QUAKED spawnfunc_trigger_impulse (.5 .5 .5) ?
850 -------- KEYS --------
851 target : If this is set, this points to the spawnfunc_target_position to which the player will get pushed.
852 If not, this trigger acts like a damper/accelerator field.
854 strength : This is how mutch force to add in the direction of .target each second
855 when .target is set. If not, this is hoe mutch to slow down/accelerate
856 someting cought inside this trigger. (1=no change, 0,5 half speed rougthly each tic, 2 = doubble)
858 radius : If set, act as a spherical device rather then a liniar one.
860 falloff : 0 = none, 1 = liniar, 2 = inverted liniar
862 -------- NOTES --------
863 Use a brush textured with common/origin in the trigger entity to determine the origin of the force
864 in directional and sperical mode. For damper/accelerator mode this is not nessesary (and has no effect).
867 void spawnfunc_trigger_impulse()
872 if(!self.strength) self.strength = 2000;
873 setorigin(self, self.origin);
874 setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
875 self.touch = trigger_impulse_touch3;
881 if(!self.strength) self.strength = 950;
882 self.touch = trigger_impulse_touch1;
886 if(!self.strength) self.strength = 0.9;
887 self.touch = trigger_impulse_touch2;