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 ==============================
30 void() SUB_UseTargets =
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 sound (activator, CHAN_VOICE, "misc/talk.wav", 1, ATTN_NORM);
63 // kill the killtagets
70 t = find (t, targetname, self.killtarget);
86 t = find (t, targetname, self.target);
106 entity stemp, otemp, s, old;
109 void() trigger_reactivate =
111 self.solid = SOLID_TRIGGER;
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
134 void() multi_trigger =
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, CHAN_VOICE, self.noise, 1, 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 = nullfunction;
169 self.nextthink = time + 0.1;
170 self.think = SUB_Remove;
176 self.enemy = activator;
182 if (other.classname != "player")
185 // if the trigger has an angles field, check player's facing direction
186 if (self.movedir != '0 0 0')
188 makevectors (other.angles);
189 if (v_forward * self.movedir < 0)
190 return; // not facing the right way
197 void multi_eventdamage (vector hitloc, float damage, entity inflictor, entity attacker, float deathtype)
199 if (!self.takedamage)
201 self.health = self.health - damage;
202 if (self.health <= 0)
204 self.enemy = attacker;
209 /*QUAKED trigger_multiple (.5 .5 .5) ? notouch
210 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.
211 If "delay" is set, the trigger waits some time after activating before firing.
212 "wait" : Seconds between triggerings. (.2 default)
213 If notouch is set, the trigger is only fired by other entities, not by touching.
214 NOTOUCH has been obsoleted by trigger_relay!
220 set "message" to text string
222 void() trigger_multiple =
224 if (self.sounds == 1)
226 precache_sound ("misc/secret.wav");
227 self.noise = "misc/secret.wav";
229 else if (self.sounds == 2)
231 precache_sound ("misc/talk.wav");
232 self.noise = "misc/talk.wav";
234 else if (self.sounds == 3)
236 precache_sound ("misc/trigger1.wav");
237 self.noise = "misc/trigger1.wav";
242 self.use = multi_use;
248 if (self.spawnflags & SPAWNFLAG_NOTOUCH)
249 objerror ("health and notouch don't make sense\n");
250 self.max_health = self.health;
251 self.event_damage = multi_eventdamage;
252 self.takedamage = DAMAGE_YES;
253 self.solid = SOLID_BBOX;
254 setorigin (self, self.origin); // make sure it links into the world
258 if ( !(self.spawnflags & SPAWNFLAG_NOTOUCH) )
260 self.touch = multi_touch;
266 /*QUAKED trigger_once (.5 .5 .5) ? notouch
267 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
268 "targetname". If "health" is set, the trigger must be killed to activate.
269 If notouch is set, the trigger is only fired by other entities, not by touching.
270 if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired.
271 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.
277 set "message" to text string
279 void() trigger_once =
285 //=============================================================================
287 /*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
288 This fixed size trigger cannot be touched, it can only be fired by other events. It can contain killtargets, targets, delays, and messages.
290 void() trigger_relay =
292 self.use = SUB_UseTargets;
296 //=============================================================================
303 self.count = self.count - 1;
309 if (activator.classname == "player"
310 && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
313 centerprint (activator, "There are more to go...");
314 else if (self.count == 3)
315 centerprint (activator, "Only 3 more to go...");
316 else if (self.count == 2)
317 centerprint (activator, "Only 2 more to go...");
319 centerprint (activator, "Only 1 more to go...");
324 if (activator.classname == "player"
325 && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
326 centerprint(activator, "Sequence completed!");
327 self.enemy = activator;
331 /*QUAKED trigger_counter (.5 .5 .5) ? nomessage
332 Acts as an intermediary for an action that takes multiple inputs.
334 If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished.
336 After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
338 void() trigger_counter =
344 self.use = counter_use;
347 .float triggerhurttime;
350 if (other.takedamage)
351 if (other.triggerhurttime < time)
353 other.triggerhurttime = time + 1;
354 Damage (other, self, self, self.dmg, DEATH_HURTTRIGGER, other.origin, '0 0 0');
360 /*QUAKED trigger_hurt (.5 .5 .5) ?
361 Any object touching this will be hurt
362 set dmg to damage amount
365 void() trigger_hurt =
368 self.touch = hurt_touch;
372 self.message = "was in the wrong place.";
375 //void() target_speaker_use = {sound(self, CHAN_VOICE, self.noise, 1, 1);}
376 //void() target_speaker = {self.use = target_speaker_use;}
378 void() target_speaker =
381 precache_sound (self.noise);
382 ambientsound (self.origin, self.noise, 1, ATTN_STATIC);
391 self.nextthink = time + 0.1;
393 if(random() < self.wait) {
394 te_spark(self.origin,'0 0 -1',self.cnt);
401 self.think = sparksthink;
402 self.nextthink = time + 0.2;
404 // self.cnt is the amount of sparks that one burst will spawn
406 self.cnt = 25.0; // nice default value
409 // self.wait is the probability that a sparkthink will spawn a spark shower
410 // range: 0 - 1, but 0 makes little sense, so...
411 if(self.wait < 0.05) {
412 self.wait = 0.25; // nice default value
417 precache_sound (self.noise);
418 ambientsound (self.origin, self.noise, 1, ATTN_STATIC);
425 =============================================================================
429 =============================================================================
432 void() fd_secret_move1;
433 void() fd_secret_move2;
434 void() fd_secret_move3;
435 void() fd_secret_move4;
436 void() fd_secret_move5;
437 void() fd_secret_move6;
438 void() fd_secret_done;
440 float SECRET_OPEN_ONCE = 1; // stays open
441 float SECRET_1ST_LEFT = 2; // 1st move is left of arrow
442 float SECRET_1ST_DOWN = 4; // 1st move is down from arrow
443 float SECRET_NO_SHOOT = 8; // only opened by trigger
444 float SECRET_YES_SHOOT = 16; // shootable even if targeted
447 void () fd_secret_use =
452 //self.havocattack = TRUE;
454 // exit if still moving around...
455 if (self.origin != self.oldorigin)
458 self.message = ""; // no more message
460 SUB_UseTargets(); // fire all targets / killtargets
462 self.velocity = '0 0 0';
464 // Make a sound, wait a little...
466 if (self.noise1 != "")
467 sound(self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
468 self.nextthink = self.ltime + 0.1;
470 temp = 1 - (self.spawnflags & SECRET_1ST_LEFT); // 1 or -1
471 makevectors(self.mangle);
475 if (self.spawnflags & SECRET_1ST_DOWN)
476 self.t_width = fabs(v_up * self.size);
478 self.t_width = fabs(v_right * self.size);
482 self.t_length = fabs(v_forward * self.size);
484 if (self.spawnflags & SECRET_1ST_DOWN)
485 self.dest1 = self.origin - v_up * self.t_width;
487 self.dest1 = self.origin + v_right * (self.t_width * temp);
489 self.dest2 = self.dest1 + v_forward * self.t_length;
490 SUB_CalcMove(self.dest1, self.speed, fd_secret_move1);
491 if (self.noise2 != "")
492 sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
495 // Wait after first movement...
496 void () fd_secret_move1 =
498 self.nextthink = self.ltime + 1.0;
499 self.think = fd_secret_move2;
500 if (self.noise3 != "")
501 sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
504 // Start moving sideways w/sound...
505 void () fd_secret_move2 =
507 if (self.noise2 != "")
508 sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
509 SUB_CalcMove(self.dest2, self.speed, fd_secret_move3);
512 // Wait here until time to go back...
513 void () fd_secret_move3 =
515 if (self.noise3 != "")
516 sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
517 if (!(self.spawnflags & SECRET_OPEN_ONCE))
519 self.nextthink = self.ltime + self.wait;
520 self.think = fd_secret_move4;
525 void () fd_secret_move4 =
527 if (self.noise2 != "")
528 sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
529 SUB_CalcMove(self.dest1, self.speed, fd_secret_move5);
533 void () fd_secret_move5 =
535 self.nextthink = self.ltime + 1.0;
536 self.think = fd_secret_move6;
537 if (self.noise3 != "")
538 sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
541 void () fd_secret_move6 =
543 if (self.noise2 != "")
544 sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
545 SUB_CalcMove(self.oldorigin, self.speed, fd_secret_done);
548 void () fd_secret_done =
550 if (!self.targetname || self.spawnflags&SECRET_YES_SHOOT)
553 self.takedamage = DAMAGE_YES;
554 //self.th_pain = fd_secret_use;
556 if (self.noise3 != "")
557 sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
560 void () secret_blocked =
562 if (time < self.attack_finished)
564 self.attack_finished = time + 0.5;
565 //T_Damage (other, self, self, self.dmg, self.dmg, self.deathtype, DT_IMPACT, (self.absmin + self.absmax) * 0.5, '0 0 0', Obituary_Generic);
575 void() secret_touch =
577 if (activator.classname != "player")
579 if (self.attack_finished > time)
582 self.attack_finished = time + 2;
586 if (other.flags & FL_CLIENT)
587 centerprint (other, self.message);
588 sound (other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM);
593 /*QUAKED func_door_secret (0 .5 .8) ? open_once 1st_left 1st_down no_shoot always_shoot
594 Basic secret door. Slides back, then to the side. Angle determines direction.
595 wait = # of seconds before coming back
596 1st_left = 1st move is left of arrow
597 1st_down = 1st move is down from arrow
598 always_shoot = even if targeted, keep shootable
599 t_width = override WIDTH to move back (or height if going down)
600 t_length = override LENGTH to move sideways
601 "dmg" damage to inflict when blocked (2 default)
603 If a secret door has a targetname, it will only be opened by it's botton or trigger, not by damage.
610 void () func_door_secret =
612 /*if (!self.deathtype) // map makers can override this
613 self.deathtype = " got in the way";*/
619 self.mangle = self.angles;
620 self.angles = '0 0 0';
621 self.solid = SOLID_BSP;
622 self.movetype = MOVETYPE_PUSH;
623 self.classname = "door";
624 setmodel (self, self.model);
625 setorigin (self, self.origin);
627 self.touch = secret_touch;
628 self.blocked = secret_blocked;
630 self.use = fd_secret_use;
631 if ( !self.targetname || self.spawnflags&SECRET_YES_SHOOT)
634 self.takedamage = DAMAGE_YES;
635 self.event_damage = fd_secret_use;
637 self.oldorigin = self.origin;
639 self.wait = 5; // 5 seconds before closing