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;
488 float pointparticles_SendEntity(entity to, float fl)
490 WriteByte(MSG_ENTITY, ENT_CLIENT_POINTPARTICLES);
491 WriteByte(MSG_ENTITY, fl);
494 print("state changed, sending: ", ftos(self.state), "\n");
496 WriteCoord(MSG_ENTITY, self.impulse);
498 WriteCoord(MSG_ENTITY, 0); // off
502 WriteCoord(MSG_ENTITY, self.origin_x);
503 WriteCoord(MSG_ENTITY, self.origin_y);
504 WriteCoord(MSG_ENTITY, self.origin_z);
508 if(self.modelindex != 4.2)
510 WriteShort(MSG_ENTITY, self.modelindex);
511 WriteCoord(MSG_ENTITY, self.mins_x);
512 WriteCoord(MSG_ENTITY, self.mins_y);
513 WriteCoord(MSG_ENTITY, self.mins_z);
514 WriteCoord(MSG_ENTITY, self.maxs_x);
515 WriteCoord(MSG_ENTITY, self.maxs_y);
516 WriteCoord(MSG_ENTITY, self.maxs_z);
520 WriteShort(MSG_ENTITY, 0);
521 WriteCoord(MSG_ENTITY, self.maxs_x);
522 WriteCoord(MSG_ENTITY, self.maxs_y);
523 WriteCoord(MSG_ENTITY, self.maxs_z);
525 WriteShort(MSG_ENTITY, self.cnt);
526 WriteShort(MSG_ENTITY, compressShortVector(self.velocity));
527 WriteShort(MSG_ENTITY, compressShortVector(self.movedir));
528 WriteCoord(MSG_ENTITY, self.waterlevel);
529 WriteCoord(MSG_ENTITY, self.count);
530 WriteByte(MSG_ENTITY, self.glow_color);
531 WriteString(MSG_ENTITY, self.noise);
536 void pointparticles_use()
538 self.state = !self.state;
542 void pointparticles_think()
544 if(self.origin != self.oldorigin)
547 self.oldorigin = self.origin;
549 self.nextthink = time;
552 void spawnfunc_func_pointparticles()
555 setmodel(self, self.model);
557 precache_sound (self.noise);
559 self.effects = EF_NODEPTHTEST;
560 self.SendEntity = pointparticles_SendEntity;
564 self.modelindex = 4.2;
565 self.origin += self.mins;
566 self.maxs -= self.mins;
568 self.model = "net_entity";
570 self.cnt = particleeffectnum(self.mdl);
571 if(self.targetname != "")
573 self.use = pointparticles_use;
574 if(self.spawnflags & 1)
581 self.think = pointparticles_think;
582 self.nextthink = time;
585 void spawnfunc_func_sparks()
587 // self.cnt is the amount of sparks that one burst will spawn
589 self.cnt = 25.0; // nice default value
592 // self.wait is the probability that a sparkthink will spawn a spark shower
593 // range: 0 - 1, but 0 makes little sense, so...
594 if(self.wait < 0.05) {
595 self.wait = 0.25; // nice default value
598 self.count = self.cnt;
601 self.velocity = '0 0 -1';
602 self.mdl = "func_sparks";
603 self.impulse = 0.1 / self.wait;
606 spawnfunc_func_pointparticles();
609 float rainsnow_SendEntity(float to)
611 WriteByte(MSG_ENTITY, ENT_CLIENT_RAINSNOW);
612 WriteByte(MSG_ENTITY, self.state);
613 WriteCoord(MSG_ENTITY, self.origin_x + self.mins_x);
614 WriteCoord(MSG_ENTITY, self.origin_y + self.mins_y);
615 WriteCoord(MSG_ENTITY, self.origin_z + self.mins_z);
616 WriteCoord(MSG_ENTITY, self.maxs_x - self.mins_x);
617 WriteCoord(MSG_ENTITY, self.maxs_y - self.mins_y);
618 WriteCoord(MSG_ENTITY, self.maxs_z - self.mins_z);
619 WriteShort(MSG_ENTITY, compressShortVector(self.dest));
620 WriteShort(MSG_ENTITY, self.count);
621 WriteByte(MSG_ENTITY, self.cnt);
625 /*QUAKED spawnfunc_func_rain (0 .5 .8) ?
626 This is an invisible area like a trigger, which rain falls inside of.
630 falling direction (should be something like '0 0 -700', use the X and Y velocity for wind)
632 sets color of rain (default 12 - white)
634 adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
636 void spawnfunc_func_rain()
638 self.dest = self.velocity;
639 self.velocity = '0 0 0';
641 self.dest = '0 0 -700';
642 self.angles = '0 0 0';
643 self.movetype = MOVETYPE_NONE;
644 self.solid = SOLID_NOT;
645 SetBrushEntityModel();
651 self.count = 0.01 * self.count * (self.size_x / 1024) * (self.size_y / 1024);
654 if(self.count > 65535)
657 self.state = 1; // 1 is rain, 0 is snow
658 self.effects = EF_NODEPTHTEST;
659 self.SendEntity = rainsnow_SendEntity;
662 self.model = "net_entity";
666 /*QUAKED spawnfunc_func_snow (0 .5 .8) ?
667 This is an invisible area like a trigger, which snow falls inside of.
671 falling direction (should be something like '0 0 -300', use the X and Y velocity for wind)
673 sets color of rain (default 12 - white)
675 adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
677 void spawnfunc_func_snow()
679 self.dest = self.velocity;
680 self.velocity = '0 0 0';
682 self.dest = '0 0 -300';
683 self.angles = '0 0 0';
684 self.movetype = MOVETYPE_NONE;
685 self.solid = SOLID_NOT;
686 SetBrushEntityModel();
692 self.count = 0.01 * self.count * (self.size_x / 1024) * (self.size_y / 1024);
695 if(self.count > 65535)
698 self.state = 0; // 1 is rain, 0 is snow
699 self.effects = EF_NODEPTHTEST;
700 self.SendEntity = rainsnow_SendEntity;
703 self.model = "net_entity";
707 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float deathtype);
709 void misc_laser_aim()
714 a = vectoangles(self.enemy.origin - self.origin);
722 if(self.origin != self.oldorigin)
726 void misc_laser_think()
730 self.nextthink = time;
734 self.enemy = find(world, targetname, self.target);
743 makevectors(self.angles);
744 o = self.origin + 32768 * v_forward;
749 FireRailgunBullet(self.origin, o, 100000, 0, DEATH_HURTTRIGGER);
751 FireRailgunBullet(self.origin, o, self.dmg * frametime, 0, DEATH_HURTTRIGGER);
755 float laser_SendEntity(entity to, float fl)
757 WriteByte(MSG_ENTITY, ENT_CLIENT_LASER);
758 WriteByte(MSG_ENTITY, fl);
761 WriteCoord(MSG_ENTITY, self.origin_x);
762 WriteCoord(MSG_ENTITY, self.origin_y);
763 WriteCoord(MSG_ENTITY, self.origin_z);
767 WriteByte(MSG_ENTITY, self.colormod_x * 255.0);
768 WriteByte(MSG_ENTITY, self.colormod_y * 255.0);
769 WriteByte(MSG_ENTITY, self.colormod_z * 255.0);
770 WriteShort(MSG_ENTITY, self.cnt);
774 WriteCoord(MSG_ENTITY, self.angles_x);
775 WriteCoord(MSG_ENTITY, self.angles_y);
778 WriteByte(MSG_ENTITY, self.state);
782 /*QUAKED spawnfunc_misc_laser (.5 .5 .5) ? START_ON
783 Any object touching the beam will be hurt
786 spawnfunc_target_position where the laser ends
788 name of beam end effect to use
790 color of the beam (default: red)
792 damage per second (-1 for a laser that kills immediately)
796 self.state = !self.state;
801 void spawnfunc_misc_laser()
805 self.cnt = particleeffectnum(strcat(self.mdl, "_end"));
807 self.cnt = particleeffectnum(self.mdl);
811 self.cnt = particleeffectnum("misc_laser_beam_end");
813 if(self.colormod == '0 0 0')
814 self.colormod = '1 0 0';
816 self.message = "saw the light";
817 self.think = misc_laser_think;
818 self.nextthink = time;
820 self.effects = EF_NODEPTHTEST;
821 self.SendEntity = laser_SendEntity;
824 self.model = "net_entity";
826 if(self.targetname != "")
828 self.use = laser_use;
829 if(self.spawnflags & 1)
838 // tZorks trigger impulse / gravity
844 // targeted (directional) mode
845 void trigger_impulse_touch1()
851 // FIXME: Better checking for what to push and not.
852 if (other.classname != "player")
853 if (other.classname != "corpse")
854 if (other.classname != "body")
855 if (other.classname != "gib")
856 if (other.classname != "missile")
857 if (other.classname != "casing")
858 if (other.classname != "grenade")
859 if (other.classname != "plasma")
860 if (other.classname != "plasma_prim")
861 if (other.classname != "plasma_chain")
862 if (other.classname != "droppedweapon")
865 if (other.deadflag && other.classname == "player")
870 targ = find(world, targetname, self.target);
873 objerror("trigger_force without a (valid) .target!\n");
878 if(self.falloff == 1)
879 str = (str / self.radius) * self.strength;
880 else if(self.falloff == 2)
881 str = (1 - (str / self.radius)) * self.strength;
885 pushdeltatime = time - other.lastpushtime;
886 if (pushdeltatime > 0.15) pushdeltatime = 0;
887 other.lastpushtime = time;
888 if(!pushdeltatime) return;
890 other.velocity = other.velocity + normalize(targ.origin - self.origin) * self.strength * pushdeltatime;
893 // Directionless (accelerator/decelerator) mode
894 void trigger_impulse_touch2()
898 // FIXME: Better checking for what to push and not.
899 if (other.classname != "player")
900 if (other.classname != "corpse")
901 if (other.classname != "body")
902 if (other.classname != "gib")
903 if (other.classname != "missile")
904 if (other.classname != "casing")
905 if (other.classname != "grenade")
906 if (other.classname != "plasma")
907 if (other.classname != "plasma_prim")
908 if (other.classname != "plasma_chain")
909 if (other.classname != "droppedweapon")
912 if (other.deadflag && other.classname == "player")
917 pushdeltatime = time - other.lastpushtime;
918 if (pushdeltatime > 0.15) pushdeltatime = 0;
919 other.lastpushtime = time;
920 if(!pushdeltatime) return;
922 //if(self.strength > 1)
923 other.velocity = other.velocity * (self.strength * pushdeltatime);
925 // other.velocity = other.velocity - (other.velocity * self.strength * pushdeltatime);
928 // Spherical (gravity/repulsor) mode
929 void trigger_impulse_touch3()
934 // FIXME: Better checking for what to push and not.
935 if (other.classname != "player")
936 if (other.classname != "corpse")
937 if (other.classname != "body")
938 if (other.classname != "gib")
939 if (other.classname != "missile")
940 if (other.classname != "casing")
941 if (other.classname != "grenade")
942 if (other.classname != "plasma")
943 if (other.classname != "plasma_prim")
944 if (other.classname != "plasma_chain")
945 if (other.classname != "droppedweapon")
948 if (other.deadflag && other.classname == "player")
953 pushdeltatime = time - other.lastpushtime;
954 if (pushdeltatime > 0.15) pushdeltatime = 0;
955 other.lastpushtime = time;
956 if(!pushdeltatime) return;
958 setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
960 str = min(self.radius, vlen(self.origin - other.origin));
962 if(self.falloff == 1)
963 str = (1 - str / self.radius) * self.strength; // 1 in the inside
964 else if(self.falloff == 2)
965 str = (str / self.radius) * self.strength; // 0 in the inside
969 other.velocity = other.velocity + normalize(other.origin - self.origin) * str * pushdeltatime;
972 /*QUAKED spawnfunc_trigger_impulse (.5 .5 .5) ?
973 -------- KEYS --------
974 target : If this is set, this points to the spawnfunc_target_position to which the player will get pushed.
975 If not, this trigger acts like a damper/accelerator field.
977 strength : This is how mutch force to add in the direction of .target each second
978 when .target is set. If not, this is hoe mutch to slow down/accelerate
979 someting cought inside this trigger. (1=no change, 0,5 half speed rougthly each tic, 2 = doubble)
981 radius : If set, act as a spherical device rather then a liniar one.
983 falloff : 0 = none, 1 = liniar, 2 = inverted liniar
985 -------- NOTES --------
986 Use a brush textured with common/origin in the trigger entity to determine the origin of the force
987 in directional and sperical mode. For damper/accelerator mode this is not nessesary (and has no effect).
990 void spawnfunc_trigger_impulse()
995 if(!self.strength) self.strength = 2000;
996 setorigin(self, self.origin);
997 setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
998 self.touch = trigger_impulse_touch3;
1004 if(!self.strength) self.strength = 950;
1005 self.touch = trigger_impulse_touch1;
1009 if(!self.strength) self.strength = 0.9;
1010 self.touch = trigger_impulse_touch2;
1015 /*QUAKED spawnfunc_trigger_flipflop (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ENABLED
1016 "Flip-flop" trigger gate... lets only every second trigger event through
1020 self.state = !self.state;
1025 void spawnfunc_trigger_flipflop()
1027 if(self.spawnflags & 1)
1029 self.use = flipflop_use;
1032 /*QUAKED spawnfunc_trigger_monoflop (.5 .5 .5) (-8 -8 -8) (8 8 8)
1033 "Mono-flop" trigger gate... turns one trigger event into one "on" and one "off" event, separated by a delay of "wait"
1037 self.nextthink = time + self.wait;
1043 void monoflop_fixed_use()
1047 self.nextthink = time + self.wait;
1052 void monoflop_think()
1058 void spawnfunc_trigger_monoflop()
1062 if(self.spawnflags & 1)
1063 self.use = monoflop_fixed_use;
1065 self.use = monoflop_use;
1066 self.think = monoflop_think;
1073 src = find(world, targetname, self.killtarget);
1074 dst = find(world, targetname, self.target);
1078 objerror("follow: could not find target/killtarget");
1082 dst.movetype = MOVETYPE_FOLLOW;
1084 dst.punchangle = src.angles;
1085 dst.view_ofs = dst.origin - src.origin;
1086 dst.v_angle = dst.angles - src.angles;
1091 void spawnfunc_misc_follow()
1093 self.think = follow_think;
1094 self.nextthink = time;