From db50e5c940c4501844a4278af8da2bb7db565cd1 Mon Sep 17 00:00:00 2001 From: lordhavoc Date: Tue, 12 Jul 2005 13:52:56 +0000 Subject: [PATCH] added func_door and func_button to t_plats.c moved func_door_secret from g_triggers.c to t_plats.c added damage_targ, damage_inflictor, damage_attacker global variables for button/door code git-svn-id: svn://svn.icculus.org/nexuiz/trunk@482 f962a42d-fe04-0410-a3ab-8c8b0445ebaa --- qcsrc/gamec/g_damage.c | 8 + qcsrc/gamec/g_triggers.c | 218 ----------- qcsrc/gamec/t_plats.c | 801 ++++++++++++++++++++++++++++++++++++++- 3 files changed, 808 insertions(+), 219 deletions(-) diff --git a/qcsrc/gamec/g_damage.c b/qcsrc/gamec/g_damage.c index 8cbb5c0be..7f036a5b3 100644 --- a/qcsrc/gamec/g_damage.c +++ b/qcsrc/gamec/g_damage.c @@ -110,11 +110,19 @@ void Obituary (entity attacker, entity targ, float deathtype) } } +// these are updated by each Damage call for use in button triggering and such +entity damage_targ; +entity damage_inflictor; +entity damage_attacker; + void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { local entity oldself; oldself = self; self = targ; + damage_targ = targ; + damage_inflictor = inflictor; + damage_attacker = attacker; // nullify damage if teamplay is on if (teamplay) if (attacker.team) diff --git a/qcsrc/gamec/g_triggers.c b/qcsrc/gamec/g_triggers.c index 7c3c0aae4..ba9cb0fea 100644 --- a/qcsrc/gamec/g_triggers.c +++ b/qcsrc/gamec/g_triggers.c @@ -418,221 +418,3 @@ void() func_sparks = */ -/* -============================================================================= - -SECRET DOORS - -============================================================================= -*/ - -void() fd_secret_move1; -void() fd_secret_move2; -void() fd_secret_move3; -void() fd_secret_move4; -void() fd_secret_move5; -void() fd_secret_move6; -void() fd_secret_done; - -float SECRET_OPEN_ONCE = 1; // stays open -float SECRET_1ST_LEFT = 2; // 1st move is left of arrow -float SECRET_1ST_DOWN = 4; // 1st move is down from arrow -float SECRET_NO_SHOOT = 8; // only opened by trigger -float SECRET_YES_SHOOT = 16; // shootable even if targeted - - -void () fd_secret_use = -{ - local float temp; - - self.health = 10000; - //self.havocattack = TRUE; - - // exit if still moving around... - if (self.origin != self.oldorigin) - return; - - self.message = ""; // no more message - - SUB_UseTargets(); // fire all targets / killtargets - - self.velocity = '0 0 0'; - - // Make a sound, wait a little... - - if (self.noise1 != "") - sound(self, CHAN_VOICE, self.noise1, 1, ATTN_NORM); - self.nextthink = self.ltime + 0.1; - - temp = 1 - (self.spawnflags & SECRET_1ST_LEFT); // 1 or -1 - makevectors(self.mangle); - - if (!self.t_width) - { - if (self.spawnflags & SECRET_1ST_DOWN) - self.t_width = fabs(v_up * self.size); - else - self.t_width = fabs(v_right * self.size); - } - - if (!self.t_length) - self.t_length = fabs(v_forward * self.size); - - if (self.spawnflags & SECRET_1ST_DOWN) - self.dest1 = self.origin - v_up * self.t_width; - else - self.dest1 = self.origin + v_right * (self.t_width * temp); - - self.dest2 = self.dest1 + v_forward * self.t_length; - SUB_CalcMove(self.dest1, self.speed, fd_secret_move1); - if (self.noise2 != "") - sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM); -}; - -// Wait after first movement... -void () fd_secret_move1 = -{ - self.nextthink = self.ltime + 1.0; - self.think = fd_secret_move2; - if (self.noise3 != "") - sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); -}; - -// Start moving sideways w/sound... -void () fd_secret_move2 = -{ - if (self.noise2 != "") - sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM); - SUB_CalcMove(self.dest2, self.speed, fd_secret_move3); -}; - -// Wait here until time to go back... -void () fd_secret_move3 = -{ - if (self.noise3 != "") - sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); - if (!(self.spawnflags & SECRET_OPEN_ONCE)) - { - self.nextthink = self.ltime + self.wait; - self.think = fd_secret_move4; - } -}; - -// Move backward... -void () fd_secret_move4 = -{ - if (self.noise2 != "") - sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM); - SUB_CalcMove(self.dest1, self.speed, fd_secret_move5); -}; - -// Wait 1 second... -void () fd_secret_move5 = -{ - self.nextthink = self.ltime + 1.0; - self.think = fd_secret_move6; - if (self.noise3 != "") - sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); -}; - -void () fd_secret_move6 = -{ - if (self.noise2 != "") - sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM); - SUB_CalcMove(self.oldorigin, self.speed, fd_secret_done); -}; - -void () fd_secret_done = -{ - if (!self.targetname || self.spawnflags&SECRET_YES_SHOOT) - { - self.health = 10000; - self.takedamage = DAMAGE_YES; - //self.th_pain = fd_secret_use; - } - if (self.noise3 != "") - sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); -}; - -void () secret_blocked = -{ - if (time < self.attack_finished) - return; - self.attack_finished = time + 0.5; - //T_Damage (other, self, self, self.dmg, self.dmg, self.deathtype, DT_IMPACT, (self.absmin + self.absmax) * 0.5, '0 0 0', Obituary_Generic); -}; - -/* -============== -secret_touch - -Prints messages -================ -*/ -void() secret_touch = -{ - if (activator.classname != "player") - return; - if (self.attack_finished > time) - return; - - self.attack_finished = time + 2; - - if (self.message) - { - if (other.flags & FL_CLIENT) - centerprint (other, self.message); - sound (other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM); - } -}; - - -/*QUAKED func_door_secret (0 .5 .8) ? open_once 1st_left 1st_down no_shoot always_shoot -Basic secret door. Slides back, then to the side. Angle determines direction. -wait = # of seconds before coming back -1st_left = 1st move is left of arrow -1st_down = 1st move is down from arrow -always_shoot = even if targeted, keep shootable -t_width = override WIDTH to move back (or height if going down) -t_length = override LENGTH to move sideways -"dmg" damage to inflict when blocked (2 default) - -If a secret door has a targetname, it will only be opened by it's botton or trigger, not by damage. -"sounds" -1) medieval -2) metal -3) base -*/ - -void () func_door_secret = -{ - /*if (!self.deathtype) // map makers can override this - self.deathtype = " got in the way";*/ - - if (!self.dmg) - self.dmg = 2; - - // Magic formula... - self.mangle = self.angles; - self.angles = '0 0 0'; - self.solid = SOLID_BSP; - self.movetype = MOVETYPE_PUSH; - self.classname = "door"; - setmodel (self, self.model); - setorigin (self, self.origin); - - self.touch = secret_touch; - self.blocked = secret_blocked; - self.speed = 50; - self.use = fd_secret_use; - if ( !self.targetname || self.spawnflags&SECRET_YES_SHOOT) - { - self.health = 10000; - self.takedamage = DAMAGE_YES; - self.event_damage = fd_secret_use; - } - self.oldorigin = self.origin; - if (!self.wait) - self.wait = 5; // 5 seconds before closing -}; - diff --git a/qcsrc/gamec/t_plats.c b/qcsrc/gamec/t_plats.c index b5f780908..9dc274567 100644 --- a/qcsrc/gamec/t_plats.c +++ b/qcsrc/gamec/t_plats.c @@ -1,3 +1,11 @@ + +float STATE_TOP = 0; +float STATE_BOTTOM = 1; +float STATE_UP = 2; +float STATE_DOWN = 3; + +.entity trigger_field; + void() plat_center_touch; void() plat_outside_touch; void() plat_trigger_use; @@ -443,7 +451,798 @@ void() func_bobbing = controller.think = func_bobbing_controller_think; self.nextthink = self.ltime + 999999999; self.think = SUB_Null; - + // Savage: Reduce bandwith, critical on e.g. nexdm02 self.effects |= EF_LOWPRECISION; }; + +// button and multiple button + +void() button_wait; +void() button_return; + +void() button_wait = +{ + self.state = STATE_TOP; + self.nextthink = self.ltime + self.wait; + self.think = button_return; + activator = self.enemy; + SUB_UseTargets(); + self.frame = 1; // use alternate textures +}; + +void() button_done = +{ + self.state = STATE_BOTTOM; +}; + +void() button_return = +{ + self.state = STATE_DOWN; + SUB_CalcMove (self.pos1, self.speed, button_done); + self.frame = 0; // use normal textures + if (self.health) + self.takedamage = DAMAGE_YES; // can be shot again +}; + + +void() button_blocked = +{ + // do nothing, just don't come all the way back out +}; + + +void() button_fire = +{ + self.health = self.max_health; + self.takedamage = DAMAGE_NO; // will be reset upon return + + if (self.state == STATE_UP || self.state == STATE_TOP) + return; + + if (self.noise != "") + sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM); + + self.state = STATE_UP; + SUB_CalcMove (self.pos2, self.speed, button_wait); +}; + + +void() button_use = +{ +// if (activator.classname != "player") +// { +// dprint(activator.classname); +// dprint(" triggered a button\n"); +// } + self.enemy = activator; + button_fire (); +}; + +void() button_touch = +{ +// if (activator.classname != "player") +// { +// dprint(activator.classname); +// dprint(" touched a button\n"); +// } + if (!other.classname != "player") + return; + self.enemy = other; + if (other.owner) + self.enemy = other.owner; + button_fire (); +}; + +void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) button_damage = +{ + self.health = self.health - damage; + if (self.health <= 0) + { + // if (activator.classname != "player") + // { + // dprint(activator.classname); + // dprint(" killed a button\n"); + // } + self.enemy = damage_attacker; + button_fire (); + } +}; + + +/*QUAKED func_button (0 .5 .8) ? +When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again. + +"angle" determines the opening direction +"target" all entities with a matching targetname will be used +"speed" override the default 40 speed +"wait" override the default 1 second wait (-1 = never return) +"lip" override the default 4 pixel lip remaining at end of move +"health" if set, the button must be killed instead of touched +"sounds" +0) steam metal +1) wooden clunk +2) metallic click +3) in-out +*/ +void() func_button = +{ + SetMovedir (); + + self.movetype = MOVETYPE_PUSH; + self.solid = SOLID_BSP; + setmodel (self, self.model); + + self.blocked = button_blocked; + self.use = button_use; + +// if (self.health == 0) // all buttons are now shootable +// self.health = 10; + if (self.health) + { + self.max_health = self.health; + self.event_damage = button_damage; + self.takedamage = DAMAGE_YES; + } + else + self.touch = button_touch; + + if (!self.speed) + self.speed = 40; + if (!self.wait) + self.wait = 1; + if (!self.lip) + self.lip = 4; + + self.state = STATE_BOTTOM; + + self.pos1 = self.origin; + self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip); +}; + + +float DOOR_START_OPEN = 1; +float DOOR_DONT_LINK = 4; +float DOOR_TOGGLE = 32; + +/* + +Doors are similar to buttons, but can spawn a fat trigger field around them +to open without a touch, and they link together to form simultanious +double/quad doors. + +Door.owner is the master door. If there is only one door, it points to itself. +If multiple doors, all will point to a single one. + +Door.enemy chains from the master door through all doors linked in the chain. + +*/ + +/* +============================================================================= + +THINK FUNCTIONS + +============================================================================= +*/ + +void() door_go_down; +void() door_go_up; + +void() door_blocked = +{ + //T_Damage (other, self, self, self.dmg, self.dmg, self.deathtype, DT_IMPACT, (self.absmin + self.absmax) * 0.5, '0 0 0', Obituary_Generic); + +// if a door has a negative wait, it would never come back if blocked, +// so let it just squash the object to death real fast + if (self.wait >= 0) + { + if (self.state == STATE_DOWN) + door_go_up (); + else + door_go_down (); + } +}; + + +void() door_hit_top = +{ + if (self.noise1 != "") + sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM); + self.state = STATE_TOP; + if (self.spawnflags & DOOR_TOGGLE) + return; // don't come down automatically + self.think = door_go_down; + self.nextthink = self.ltime + self.wait; +}; + +void() door_hit_bottom = +{ + if (self.noise1 != "") + sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM); + self.state = STATE_BOTTOM; +}; + +void() door_go_down = +{ + if (self.noise2 != "") + sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM); + if (self.max_health) + { + self.takedamage = DAMAGE_YES; + self.health = self.max_health; + } + + self.state = STATE_DOWN; + SUB_CalcMove (self.pos1, self.speed, door_hit_bottom); +}; + +void() door_go_up = +{ + if (self.state == STATE_UP) + return; // allready going up + + if (self.state == STATE_TOP) + { // reset top wait time + self.nextthink = self.ltime + self.wait; + return; + } + + if (self.noise2 != "") + sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM); + self.state = STATE_UP; + SUB_CalcMove (self.pos2, self.speed, door_hit_top); + + SUB_UseTargets(); +}; + + +/* +============================================================================= + +ACTIVATION FUNCTIONS + +============================================================================= +*/ + +void() door_fire = +{ + local entity oself; + local entity starte; + + if (self.owner != self) + objerror ("door_fire: self.owner != self"); + + self.message = ""; // no more message + oself = self; + + if (self.spawnflags & DOOR_TOGGLE) + { + if (self.state == STATE_UP || self.state == STATE_TOP) + { + starte = self; + do + { + door_go_down (); + self = self.enemy; + } while ( (self != starte) && (self != world) ); + self = oself; + return; + } + } + +// trigger all paired doors + starte = self; + do + { + door_go_up (); + self = self.enemy; + } while ( (self != starte) && (self != world) ); + self = oself; +}; + + +void() door_use = +{ + local entity oself; + + //dprint("door_use (model: ");dprint(self.model);dprint(")\n"); + self.message = ""; // door message are for touch only + if (self.owner) + self.owner.message = ""; + if (self.enemy) + self.enemy.message = ""; + if (self.owner) + { + oself = self; + self = self.owner; + door_fire (); + self = oself; + } +}; + + +void() door_trigger_touch = +{ + if (other.health < 1) + return; + + if (time < self.attack_finished) + return; + self.attack_finished = time + 1; + + activator = other; + + self = self.owner; + door_use (); +}; + + +void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) door_damage = +{ + local entity oself; + self.health = self.health - damage; + if (self.health <= 0) + { + oself = self; + self = self.owner; + self.health = self.max_health; + self.takedamage = DAMAGE_NO; // wil be reset upon return + door_use (); + self = oself; + } +}; + + +/* +================ +door_touch + +Prints messages +================ +*/ +void() door_touch = +{ + if (other.classname != "player") + return; + if (self.owner.attack_finished > time) + return; + + self.owner.attack_finished = time + 2; + + if (self.owner.message != "") + { + if (other.flags & FL_CLIENT) + centerprint (other, self.owner.message); + sound (other, CHAN_VOICE, "misc/talk.wav", 1, ATTN_NORM); + } +}; + +/* +============================================================================= + +SPAWNING FUNCTIONS + +============================================================================= +*/ + + +entity(vector fmins, vector fmaxs) spawn_field = +{ + local entity trigger; + local vector t1, t2; + + trigger = spawn(); + trigger.classname = "doortriggerfield"; + trigger.movetype = MOVETYPE_NONE; + trigger.solid = SOLID_TRIGGER; + trigger.owner = self; + trigger.touch = door_trigger_touch; + + t1 = fmins; + t2 = fmaxs; + setsize (trigger, t1 - '60 60 8', t2 + '60 60 8'); + return (trigger); +}; + + +float (entity e1, entity e2) EntitiesTouching = +{ + if (e1.mins_x > e2.maxs_x) + return FALSE; + if (e1.mins_y > e2.maxs_y) + return FALSE; + if (e1.mins_z > e2.maxs_z) + return FALSE; + if (e1.maxs_x < e2.mins_x) + return FALSE; + if (e1.maxs_y < e2.mins_y) + return FALSE; + if (e1.maxs_z < e2.mins_z) + return FALSE; + return TRUE; +}; + + +/* +============= +LinkDoors + + +============= +*/ +void() LinkDoors = +{ + local entity t, starte; + local vector cmins, cmaxs; + + if (self.enemy) + return; // already linked by another door + if (self.spawnflags & 4) + { + self.owner = self.enemy = self; + return; // don't want to link this door + } + + cmins = self.mins; + cmaxs = self.maxs; + + starte = self; + t = self; + + do + { + self.owner = starte; // master door + + if (self.health) + starte.health = self.health; + if (self.targetname) + starte.targetname = self.targetname; + if (self.message != "") + starte.message = self.message; + + t = find(t, classname, self.classname); + if (!t) + { + self.enemy = starte; // make the chain a loop + + // shootable, or triggered doors just needed the owner/enemy links, + // they don't spawn a field + + self = self.owner; + + if (self.health) + return; + if (self.targetname) + return; + if (self.items) + return; + + self.owner.trigger_field = spawn_field(cmins, cmaxs); + + return; + } + + if (EntitiesTouching(self,t)) + { + if (t.enemy) + objerror ("cross connected doors"); + + self.enemy = t; + self = t; + + if (t.mins_x < cmins_x) + cmins_x = t.mins_x; + if (t.mins_y < cmins_y) + cmins_y = t.mins_y; + if (t.mins_z < cmins_z) + cmins_z = t.mins_z; + if (t.maxs_x > cmaxs_x) + cmaxs_x = t.maxs_x; + if (t.maxs_y > cmaxs_y) + cmaxs_y = t.maxs_y; + if (t.maxs_z > cmaxs_z) + cmaxs_z = t.maxs_z; + } + } while (1 ); + +}; + + +/*QUAKED func_door (0 .5 .8) ? START_OPEN x DOOR_DONT_LINK x x TOGGLE +if two doors touch, they are assumed to be connected and operate as a unit. + +TOGGLE causes the door to wait in both the start and end states for a trigger event. + +START_OPEN causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not usefull for touch or takedamage doors). + +"message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet +"angle" determines the opening direction +"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door. +"health" if set, door must be shot open +"speed" movement speed (100 default) +"wait" wait before returning (3 default, -1 = never return) +"lip" lip remaining at end of move (8 default) +"dmg" damage to inflict when blocked (2 default) +"sounds" +0) no sound +1) stone +2) base +3) stone chain +4) screechy metal +*/ + +void() func_door = +{ + //if (!self.deathtype) // map makers can override this + // self.deathtype = " got in the way"; + SetMovedir (); + + self.max_health = self.health; + self.solid = SOLID_BSP; + self.movetype = MOVETYPE_PUSH; + setorigin (self, self.origin); + setmodel (self, self.model); + self.classname = "door"; + + self.blocked = door_blocked; + self.use = door_use; + + if (!self.speed) + self.speed = 100; + if (!self.wait) + self.wait = 3; + if (!self.lip) + self.lip = 8; + if (!self.dmg) + self.dmg = 2; + + self.pos1 = self.origin; + self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip); + +// DOOR_START_OPEN is to allow an entity to be lighted in the closed position +// but spawn in the open position + if (self.spawnflags & DOOR_START_OPEN) + { + setorigin (self, self.pos2); + self.pos2 = self.pos1; + self.pos1 = self.origin; + } + + self.state = STATE_BOTTOM; + + if (self.health) + { + self.takedamage = DAMAGE_YES; + self.event_damage = door_damage; + } + + if (self.items) + self.wait = -1; + + self.touch = door_touch; + +// LinkDoors can't be done until all of the doors have been spawned, so +// the sizes can be detected properly. + self.think = LinkDoors; + self.nextthink = self.ltime + 0.1; +}; + +/* +============================================================================= + +SECRET DOORS + +============================================================================= +*/ + +void() fd_secret_move1; +void() fd_secret_move2; +void() fd_secret_move3; +void() fd_secret_move4; +void() fd_secret_move5; +void() fd_secret_move6; +void() fd_secret_done; + +float SECRET_OPEN_ONCE = 1; // stays open +float SECRET_1ST_LEFT = 2; // 1st move is left of arrow +float SECRET_1ST_DOWN = 4; // 1st move is down from arrow +float SECRET_NO_SHOOT = 8; // only opened by trigger +float SECRET_YES_SHOOT = 16; // shootable even if targeted + + +void () fd_secret_use = +{ + local float temp; + + self.health = 10000; + //self.havocattack = TRUE; + + // exit if still moving around... + if (self.origin != self.oldorigin) + return; + + self.message = ""; // no more message + + SUB_UseTargets(); // fire all targets / killtargets + + self.velocity = '0 0 0'; + + // Make a sound, wait a little... + + if (self.noise1 != "") + sound(self, CHAN_VOICE, self.noise1, 1, ATTN_NORM); + self.nextthink = self.ltime + 0.1; + + temp = 1 - (self.spawnflags & SECRET_1ST_LEFT); // 1 or -1 + makevectors(self.mangle); + + if (!self.t_width) + { + if (self.spawnflags & SECRET_1ST_DOWN) + self.t_width = fabs(v_up * self.size); + else + self.t_width = fabs(v_right * self.size); + } + + if (!self.t_length) + self.t_length = fabs(v_forward * self.size); + + if (self.spawnflags & SECRET_1ST_DOWN) + self.dest1 = self.origin - v_up * self.t_width; + else + self.dest1 = self.origin + v_right * (self.t_width * temp); + + self.dest2 = self.dest1 + v_forward * self.t_length; + SUB_CalcMove(self.dest1, self.speed, fd_secret_move1); + if (self.noise2 != "") + sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM); +}; + +// Wait after first movement... +void () fd_secret_move1 = +{ + self.nextthink = self.ltime + 1.0; + self.think = fd_secret_move2; + if (self.noise3 != "") + sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); +}; + +// Start moving sideways w/sound... +void () fd_secret_move2 = +{ + if (self.noise2 != "") + sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM); + SUB_CalcMove(self.dest2, self.speed, fd_secret_move3); +}; + +// Wait here until time to go back... +void () fd_secret_move3 = +{ + if (self.noise3 != "") + sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); + if (!(self.spawnflags & SECRET_OPEN_ONCE)) + { + self.nextthink = self.ltime + self.wait; + self.think = fd_secret_move4; + } +}; + +// Move backward... +void () fd_secret_move4 = +{ + if (self.noise2 != "") + sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM); + SUB_CalcMove(self.dest1, self.speed, fd_secret_move5); +}; + +// Wait 1 second... +void () fd_secret_move5 = +{ + self.nextthink = self.ltime + 1.0; + self.think = fd_secret_move6; + if (self.noise3 != "") + sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); +}; + +void () fd_secret_move6 = +{ + if (self.noise2 != "") + sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM); + SUB_CalcMove(self.oldorigin, self.speed, fd_secret_done); +}; + +void () fd_secret_done = +{ + if (!self.targetname || self.spawnflags&SECRET_YES_SHOOT) + { + self.health = 10000; + self.takedamage = DAMAGE_YES; + //self.th_pain = fd_secret_use; + } + if (self.noise3 != "") + sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); +}; + +void () secret_blocked = +{ + if (time < self.attack_finished) + return; + self.attack_finished = time + 0.5; + //T_Damage (other, self, self, self.dmg, self.dmg, self.deathtype, DT_IMPACT, (self.absmin + self.absmax) * 0.5, '0 0 0', Obituary_Generic); +}; + +/* +============== +secret_touch + +Prints messages +================ +*/ +void() secret_touch = +{ + if (activator.classname != "player") + return; + if (self.attack_finished > time) + return; + + self.attack_finished = time + 2; + + if (self.message) + { + if (other.flags & FL_CLIENT) + centerprint (other, self.message); + sound (other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM); + } +}; + + +/*QUAKED func_door_secret (0 .5 .8) ? open_once 1st_left 1st_down no_shoot always_shoot +Basic secret door. Slides back, then to the side. Angle determines direction. +wait = # of seconds before coming back +1st_left = 1st move is left of arrow +1st_down = 1st move is down from arrow +always_shoot = even if targeted, keep shootable +t_width = override WIDTH to move back (or height if going down) +t_length = override LENGTH to move sideways +"dmg" damage to inflict when blocked (2 default) + +If a secret door has a targetname, it will only be opened by it's botton or trigger, not by damage. +"sounds" +1) medieval +2) metal +3) base +*/ + +void () func_door_secret = +{ + /*if (!self.deathtype) // map makers can override this + self.deathtype = " got in the way";*/ + + if (!self.dmg) + self.dmg = 2; + + // Magic formula... + self.mangle = self.angles; + self.angles = '0 0 0'; + self.solid = SOLID_BSP; + self.movetype = MOVETYPE_PUSH; + self.classname = "door"; + setmodel (self, self.model); + setorigin (self, self.origin); + + self.touch = secret_touch; + self.blocked = secret_blocked; + self.speed = 50; + self.use = fd_secret_use; + if ( !self.targetname || self.spawnflags&SECRET_YES_SHOOT) + { + self.health = 10000; + self.takedamage = DAMAGE_YES; + self.event_damage = fd_secret_use; + } + self.oldorigin = self.origin; + if (!self.wait) + self.wait = 5; // 5 seconds before closing +}; + -- 2.39.2