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();
739 self.count = 0.01 * self.count * (self.size_x / 1024) * (self.size_y / 1024);
742 if(self.count > 65535)
745 self.state = 0; // 1 is rain, 0 is snow
746 self.effects = EF_NODEPTHTEST;
747 self.SendEntity = rainsnow_SendEntity;
752 vector misave, masave;
755 setmodel(self, "null");
756 setsize(self, misave, masave);
761 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float deathtype);
764 void misc_laser_aim()
769 if(self.spawnflags & 2)
771 if(self.enemy.origin != self.mangle)
773 self.mangle = self.enemy.origin;
779 a = vectoangles(self.enemy.origin - self.origin);
790 if(self.angles != self.mangle)
792 self.mangle = self.angles;
796 if(self.origin != self.oldorigin)
799 self.oldorigin = self.origin;
803 void misc_laser_init()
805 if(self.target != "")
806 self.enemy = find(world, targetname, self.target);
810 void misc_laser_think()
815 self.nextthink = time;
824 o = self.enemy.origin;
825 if not(self.spawnflags & 2)
826 o = self.origin + normalize(o - self.origin) * 32768;
830 makevectors(self.mangle);
831 o = self.origin + v_forward * 32768;
837 FireRailgunBullet(self.origin, o, 100000, 0, DEATH_HURTTRIGGER);
839 FireRailgunBullet(self.origin, o, self.dmg * frametime, 0, DEATH_HURTTRIGGER);
842 if(self.enemy.target != "") // DETECTOR laser
844 traceline(self.origin, o, MOVE_NORMAL, self);
845 if(trace_ent.iscreature)
847 self.pusher = trace_ent;
854 activator = self.pusher;
867 activator = self.pusher;
875 float laser_SendEntity(entity to, float fl)
877 WriteByte(MSG_ENTITY, ENT_CLIENT_LASER);
878 fl = fl - (fl & 0xE0); // use that bit to indicate finite length laser
879 if(self.spawnflags & 2)
883 if(self.scale != 1 || self.modelscale != 1)
885 WriteByte(MSG_ENTITY, fl);
888 WriteCoord(MSG_ENTITY, self.origin_x);
889 WriteCoord(MSG_ENTITY, self.origin_y);
890 WriteCoord(MSG_ENTITY, self.origin_z);
894 WriteByte(MSG_ENTITY, self.colormod_x * 255.0);
895 WriteByte(MSG_ENTITY, self.colormod_y * 255.0);
896 WriteByte(MSG_ENTITY, self.colormod_z * 255.0);
898 WriteByte(MSG_ENTITY, self.alpha * 255.0);
901 WriteByte(MSG_ENTITY, bound(0, self.scale * 16.0, 255));
902 WriteByte(MSG_ENTITY, bound(0, self.modelscale * 16.0, 255));
904 WriteShort(MSG_ENTITY, self.cnt + 1);
910 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
911 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
912 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
916 WriteCoord(MSG_ENTITY, self.mangle_x);
917 WriteCoord(MSG_ENTITY, self.mangle_y);
921 WriteByte(MSG_ENTITY, self.state);
925 /*QUAKED spawnfunc_misc_laser (.5 .5 .5) ? START_ON DEST_IS_FIXED
926 Any object touching the beam will be hurt
929 spawnfunc_target_position where the laser ends
931 name of beam end effect to use
933 color of the beam (default: red)
935 damage per second (-1 for a laser that kills immediately)
939 self.state = !self.state;
944 void spawnfunc_misc_laser()
948 if(self.mdl == "none")
952 self.cnt = particleeffectnum(self.mdl);
955 self.cnt = particleeffectnum("laser_deadly");
961 self.cnt = particleeffectnum("laser_deadly");
968 if(self.colormod == '0 0 0')
970 self.colormod = '1 0 0';
972 self.message = "saw the light";
974 self.message2 = "was pushed into a laser by";
979 self.think = misc_laser_think;
980 self.nextthink = time;
981 InitializeEntity(self, misc_laser_init, INITPRIO_FINDTARGET);
983 self.effects = EF_NODEPTHTEST;
984 self.SendEntity = laser_SendEntity;
986 setmodel(self, "null");
987 self.mangle = self.angles;
991 self.use = laser_use;
992 if(self.spawnflags & 1)
1001 // tZorks trigger impulse / gravity
1005 .float lastpushtime;
1007 // targeted (directional) mode
1008 void trigger_impulse_touch1()
1011 float pushdeltatime;
1014 // FIXME: Better checking for what to push and not.
1015 if not(other.iscreature)
1016 if (other.classname != "corpse")
1017 if (other.classname != "body")
1018 if (other.classname != "gib")
1019 if (other.classname != "missile")
1020 if (other.classname != "rocket")
1021 if (other.classname != "casing")
1022 if (other.classname != "grenade")
1023 if (other.classname != "plasma")
1024 if (other.classname != "plasma_prim")
1025 if (other.classname != "plasma_chain")
1026 if (other.classname != "droppedweapon")
1029 if (other.deadflag && other.iscreature)
1034 targ = find(world, targetname, self.target);
1037 objerror("trigger_force without a (valid) .target!\n");
1042 if(self.falloff == 1)
1043 str = (str / self.radius) * self.strength;
1044 else if(self.falloff == 2)
1045 str = (1 - (str / self.radius)) * self.strength;
1047 str = self.strength;
1049 pushdeltatime = time - other.lastpushtime;
1050 if (pushdeltatime > 0.15) pushdeltatime = 0;
1051 other.lastpushtime = time;
1052 if(!pushdeltatime) return;
1054 other.velocity = other.velocity + normalize(targ.origin - self.origin) * self.strength * pushdeltatime;
1057 // Directionless (accelerator/decelerator) mode
1058 void trigger_impulse_touch2()
1060 float pushdeltatime;
1062 // FIXME: Better checking for what to push and not.
1063 if not(other.iscreature)
1064 if (other.classname != "corpse")
1065 if (other.classname != "body")
1066 if (other.classname != "gib")
1067 if (other.classname != "missile")
1068 if (other.classname != "rocket")
1069 if (other.classname != "casing")
1070 if (other.classname != "grenade")
1071 if (other.classname != "plasma")
1072 if (other.classname != "plasma_prim")
1073 if (other.classname != "plasma_chain")
1074 if (other.classname != "droppedweapon")
1077 if (other.deadflag && other.iscreature)
1082 pushdeltatime = time - other.lastpushtime;
1083 if (pushdeltatime > 0.15) pushdeltatime = 0;
1084 other.lastpushtime = time;
1085 if(!pushdeltatime) return;
1087 //if(self.strength > 1)
1088 other.velocity = other.velocity * (self.strength * pushdeltatime);
1090 // other.velocity = other.velocity - (other.velocity * self.strength * pushdeltatime);
1093 // Spherical (gravity/repulsor) mode
1094 void trigger_impulse_touch3()
1096 float pushdeltatime;
1099 // FIXME: Better checking for what to push and not.
1100 if not(other.iscreature)
1101 if (other.classname != "corpse")
1102 if (other.classname != "body")
1103 if (other.classname != "gib")
1104 if (other.classname != "missile")
1105 if (other.classname != "rocket")
1106 if (other.classname != "casing")
1107 if (other.classname != "grenade")
1108 if (other.classname != "plasma")
1109 if (other.classname != "plasma_prim")
1110 if (other.classname != "plasma_chain")
1111 if (other.classname != "droppedweapon")
1114 if (other.deadflag && other.iscreature)
1119 pushdeltatime = time - other.lastpushtime;
1120 if (pushdeltatime > 0.15) pushdeltatime = 0;
1121 other.lastpushtime = time;
1122 if(!pushdeltatime) return;
1124 setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
1126 str = min(self.radius, vlen(self.origin - other.origin));
1128 if(self.falloff == 1)
1129 str = (1 - str / self.radius) * self.strength; // 1 in the inside
1130 else if(self.falloff == 2)
1131 str = (str / self.radius) * self.strength; // 0 in the inside
1133 str = self.strength;
1135 other.velocity = other.velocity + normalize(other.origin - self.origin) * str * pushdeltatime;
1138 /*QUAKED spawnfunc_trigger_impulse (.5 .5 .5) ?
1139 -------- KEYS --------
1140 target : If this is set, this points to the spawnfunc_target_position to which the player will get pushed.
1141 If not, this trigger acts like a damper/accelerator field.
1143 strength : This is how mutch force to add in the direction of .target each second
1144 when .target is set. If not, this is hoe mutch to slow down/accelerate
1145 someting cought inside this trigger. (1=no change, 0,5 half speed rougthly each tic, 2 = doubble)
1147 radius : If set, act as a spherical device rather then a liniar one.
1149 falloff : 0 = none, 1 = liniar, 2 = inverted liniar
1151 -------- NOTES --------
1152 Use a brush textured with common/origin in the trigger entity to determine the origin of the force
1153 in directional and sperical mode. For damper/accelerator mode this is not nessesary (and has no effect).
1156 void spawnfunc_trigger_impulse()
1161 if(!self.strength) self.strength = 2000;
1162 setorigin(self, self.origin);
1163 setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
1164 self.touch = trigger_impulse_touch3;
1170 if(!self.strength) self.strength = 950;
1171 self.touch = trigger_impulse_touch1;
1175 if(!self.strength) self.strength = 0.9;
1176 self.touch = trigger_impulse_touch2;
1181 /*QUAKED spawnfunc_trigger_flipflop (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ENABLED
1182 "Flip-flop" trigger gate... lets only every second trigger event through
1186 self.state = !self.state;
1191 void spawnfunc_trigger_flipflop()
1193 if(self.spawnflags & 1)
1195 self.use = flipflop_use;
1198 /*QUAKED spawnfunc_trigger_monoflop (.5 .5 .5) (-8 -8 -8) (8 8 8)
1199 "Mono-flop" trigger gate... turns one trigger event into one "on" and one "off" event, separated by a delay of "wait"
1203 self.nextthink = time + self.wait;
1204 self.enemy = activator;
1210 void monoflop_fixed_use()
1214 self.nextthink = time + self.wait;
1216 self.enemy = activator;
1220 void monoflop_think()
1223 activator = self.enemy;
1227 void spawnfunc_trigger_monoflop()
1231 if(self.spawnflags & 1)
1232 self.use = monoflop_fixed_use;
1234 self.use = monoflop_use;
1235 self.think = monoflop_think;
1239 void multivibrator_send()
1244 cyclestart = floor((time + self.phase) / (self.wait + self.respawntime)) * (self.wait + self.respawntime) - self.phase;
1246 newstate = (time < cyclestart + self.wait);
1249 if(self.state != newstate)
1251 self.state = newstate;
1254 self.nextthink = cyclestart + self.wait + 0.01;
1256 self.nextthink = cyclestart + self.wait + self.respawntime + 0.01;
1259 void multivibrator_toggle()
1261 if(self.nextthink == 0)
1263 multivibrator_send();
1276 /*QUAKED trigger_multivibrator (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ON
1277 "Multivibrator" trigger gate... repeatedly sends trigger events. When triggered, turns on or off.
1278 -------- KEYS --------
1279 target: trigger all entities with this targetname when it goes off
1280 targetname: name that identifies this entity so it can be triggered; when off, it always uses the OFF state
1281 phase: offset of the timing
1282 wait: "on" cycle time (default: 1)
1283 respawntime: "off" cycle time (default: same as wait)
1284 -------- SPAWNFLAGS --------
1285 START_ON: assume it is already turned on (when targeted)
1287 void spawnfunc_trigger_multivibrator()
1291 if(!self.respawntime)
1292 self.respawntime = self.wait;
1295 self.use = multivibrator_toggle;
1296 self.think = multivibrator_send;
1297 self.nextthink = time;
1301 if(!(self.spawnflags & 1))
1302 self.nextthink = 0; // wait for a trigger event
1305 self.nextthink = time;
1312 src = find(world, targetname, self.killtarget);
1313 dst = find(world, targetname, self.target);
1317 objerror("follow: could not find target/killtarget");
1321 dst.movetype = MOVETYPE_FOLLOW;
1323 dst.punchangle = src.angles;
1324 dst.view_ofs = dst.origin - src.origin;
1325 dst.v_angle = dst.angles - src.angles;
1330 void spawnfunc_misc_follow()
1332 InitializeEntity(self, follow_init, INITPRIO_FINDTARGET);
1337 void gamestart_use() {
1343 void spawnfunc_trigger_gamestart() {
1346 self.think = gamestart_use;
1347 self.nextthink = self.wait;
1350 InitializeEntity(self, gamestart_use, INITPRIO_FINDTARGET);
1356 .entity voicescript; // attached voice script
1357 .float voicescript_index; // index of next voice, or -1 to use the randomized ones
1358 .float voicescript_nextthink; // time to play next voice
1359 .float voicescript_voiceend; // time when this voice ends
1361 void target_voicescript_clear(entity pl)
1363 pl.voicescript = world;
1366 void target_voicescript_use()
1368 if(activator.voicescript != self)
1370 activator.voicescript = self;
1371 activator.voicescript_index = 0;
1372 activator.voicescript_nextthink = time + self.delay;
1376 void target_voicescript_next(entity pl)
1381 vs = pl.voicescript;
1384 if(vs.message == "")
1386 if(pl.classname != "player")
1391 if(time >= pl.voicescript_voiceend)
1393 if(time >= pl.voicescript_nextthink)
1395 // get the next voice...
1396 n = tokenize_sane(vs.message);
1398 if(pl.voicescript_index < vs.cnt)
1399 i = pl.voicescript_index * 2;
1400 else if(n > vs.cnt * 2)
1401 i = mod(pl.voicescript_index - vs.cnt, (n - vs.cnt * 2 - 1) / 2) * 2 + vs.cnt * 2 + 1;
1407 play2(pl, strcat(vs.netname, "/", argv(i), ".wav"));
1408 pl.voicescript_voiceend = time + stof(argv(i + 1));
1411 pl.voicescript = world;
1413 pl.voicescript_index += 1;
1414 pl.voicescript_nextthink = pl.voicescript_voiceend + vs.wait * (0.5 + random());
1419 void spawnfunc_target_voicescript()
1421 // netname: directory of the sound files
1422 // message: list of "sound file" duration "sound file" duration, a *, and again a list
1423 // foo1 4.1 foo2 4.0 foo3 3.1 * fool1 1.1 fool2 7.1 fool3 9.1 fool4 3.7
1424 // wait: average time between messages
1425 // delay: initial delay before the first message
1428 self.use = target_voicescript_use;
1430 n = tokenize_sane(self.message);
1432 for(i = 0; i+1 < n; i += 2)
1439 precache_sound(strcat(self.netname, "/", argv(i), ".wav"));