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);
495 WriteCoord(MSG_ENTITY, self.impulse);
497 WriteCoord(MSG_ENTITY, 0); // off
501 if(self.modelindex != 4.2)
502 WriteShort(MSG_ENTITY, self.modelindex);
504 WriteShort(MSG_ENTITY, 0);
505 WriteCoord(MSG_ENTITY, self.origin_x + self.mins_x);
506 WriteCoord(MSG_ENTITY, self.origin_y + self.mins_y);
507 WriteCoord(MSG_ENTITY, self.origin_z + self.mins_z);
508 WriteCoord(MSG_ENTITY, self.maxs_x - self.mins_x);
509 WriteCoord(MSG_ENTITY, self.maxs_y - self.mins_y);
510 WriteCoord(MSG_ENTITY, self.maxs_z - self.mins_z);
511 WriteShort(MSG_ENTITY, self.cnt);
512 WriteShort(MSG_ENTITY, compressShortVector(self.velocity));
513 WriteShort(MSG_ENTITY, compressShortVector(self.movedir));
514 WriteCoord(MSG_ENTITY, self.waterlevel);
515 WriteCoord(MSG_ENTITY, self.count);
516 WriteByte(MSG_ENTITY, self.glow_color);
517 WriteString(MSG_ENTITY, self.noise);
522 void pointparticles_use()
524 self.state = !self.state;
528 void spawnfunc_func_pointparticles()
531 setmodel(self, self.model);
533 precache_sound (self.noise);
535 self.effects = EF_NODEPTHTEST;
536 self.SendEntity = pointparticles_SendEntity;
539 self.modelindex = 4.2;
540 self.model = "net_entity";
542 self.cnt = particleeffectnum(self.mdl);
543 if(self.targetname != "")
545 self.use = pointparticles_use;
546 if(self.spawnflags & 1)
555 void spawnfunc_func_sparks()
557 // self.cnt is the amount of sparks that one burst will spawn
559 self.cnt = 25.0; // nice default value
562 // self.wait is the probability that a sparkthink will spawn a spark shower
563 // range: 0 - 1, but 0 makes little sense, so...
564 if(self.wait < 0.05) {
565 self.wait = 0.25; // nice default value
568 self.count = self.cnt;
571 self.velocity = '0 0 -1';
572 self.mdl = "func_sparks";
573 self.impulse = 0.1 / self.wait;
576 spawnfunc_func_pointparticles();
579 float rainsnow_SendEntity(float to)
581 WriteByte(MSG_ENTITY, ENT_CLIENT_RAINSNOW);
582 WriteByte(MSG_ENTITY, self.state);
583 WriteCoord(MSG_ENTITY, self.origin_x + self.mins_x);
584 WriteCoord(MSG_ENTITY, self.origin_y + self.mins_y);
585 WriteCoord(MSG_ENTITY, self.origin_z + self.mins_z);
586 WriteCoord(MSG_ENTITY, self.maxs_x - self.mins_x);
587 WriteCoord(MSG_ENTITY, self.maxs_y - self.mins_y);
588 WriteCoord(MSG_ENTITY, self.maxs_z - self.mins_z);
589 WriteShort(MSG_ENTITY, compressShortVector(self.dest));
590 WriteShort(MSG_ENTITY, self.count);
591 WriteByte(MSG_ENTITY, self.cnt);
595 /*QUAKED spawnfunc_func_rain (0 .5 .8) ?
596 This is an invisible area like a trigger, which rain falls inside of.
600 falling direction (should be something like '0 0 -700', use the X and Y velocity for wind)
602 sets color of rain (default 12 - white)
604 adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
606 void spawnfunc_func_rain()
608 self.dest = self.velocity;
609 self.velocity = '0 0 0';
611 self.dest = '0 0 -700';
612 self.angles = '0 0 0';
613 self.movetype = MOVETYPE_NONE;
614 self.solid = SOLID_NOT;
615 SetBrushEntityModel();
621 self.count = 0.01 * self.count * (self.size_x / 1024) * (self.size_y / 1024);
624 if(self.count > 65535)
627 self.state = 1; // 1 is rain, 0 is snow
628 self.effects = EF_NODEPTHTEST;
629 self.SendEntity = rainsnow_SendEntity;
632 self.model = "net_entity";
636 /*QUAKED spawnfunc_func_snow (0 .5 .8) ?
637 This is an invisible area like a trigger, which snow falls inside of.
641 falling direction (should be something like '0 0 -300', use the X and Y velocity for wind)
643 sets color of rain (default 12 - white)
645 adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
647 void spawnfunc_func_snow()
649 self.dest = self.velocity;
650 self.velocity = '0 0 0';
652 self.dest = '0 0 -300';
653 self.angles = '0 0 0';
654 self.movetype = MOVETYPE_NONE;
655 self.solid = SOLID_NOT;
656 SetBrushEntityModel();
662 self.count = 0.01 * self.count * (self.size_x / 1024) * (self.size_y / 1024);
665 if(self.count > 65535)
668 self.state = 0; // 1 is rain, 0 is snow
669 self.effects = EF_NODEPTHTEST;
670 self.SendEntity = rainsnow_SendEntity;
673 self.model = "net_entity";
677 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float deathtype);
679 void misc_laser_aim()
684 a = vectoangles(self.enemy.origin - self.origin);
694 void misc_laser_think()
698 self.nextthink = time;
702 self.enemy = find(world, targetname, self.target);
711 makevectors(self.angles);
712 o = self.origin + 32768 * v_forward;
717 FireRailgunBullet(self.origin, o, 100000, 0, DEATH_HURTTRIGGER);
719 FireRailgunBullet(self.origin, o, self.dmg * frametime, 0, DEATH_HURTTRIGGER);
723 float laser_SendEntity(entity to, float fl)
725 WriteByte(MSG_ENTITY, ENT_CLIENT_LASER);
726 WriteByte(MSG_ENTITY, fl);
729 WriteCoord(MSG_ENTITY, self.origin_x);
730 WriteCoord(MSG_ENTITY, self.origin_y);
731 WriteCoord(MSG_ENTITY, self.origin_z);
732 WriteByte(MSG_ENTITY, self.colormod_x * 255.0);
733 WriteByte(MSG_ENTITY, self.colormod_y * 255.0);
734 WriteByte(MSG_ENTITY, self.colormod_z * 255.0);
735 WriteShort(MSG_ENTITY, self.cnt);
739 WriteCoord(MSG_ENTITY, self.angles_x);
740 WriteCoord(MSG_ENTITY, self.angles_y);
743 WriteByte(MSG_ENTITY, self.state);
747 /*QUAKED spawnfunc_misc_laser (.5 .5 .5) ? START_ON
748 Any object touching the beam will be hurt
751 spawnfunc_target_position where the laser ends
753 name of beam end effect to use
755 color of the beam (default: red)
757 damage per second (-1 for a laser that kills immediately)
761 self.state = !self.state;
766 void spawnfunc_misc_laser()
770 self.cnt = particleeffectnum(strcat(self.mdl, "_end"));
772 self.cnt = particleeffectnum(self.mdl);
776 self.cnt = particleeffectnum("misc_laser_beam_end");
778 if(self.colormod == '0 0 0')
779 self.colormod = '1 0 0';
781 self.message = "saw the light";
782 self.think = misc_laser_think;
783 self.nextthink = time;
785 self.effects = EF_NODEPTHTEST;
786 self.SendEntity = laser_SendEntity;
789 self.model = "net_entity";
791 if(self.targetname != "")
793 self.use = laser_use;
794 if(self.spawnflags & 1)
803 // tZorks trigger impulse / gravity
809 // targeted (directional) mode
810 void trigger_impulse_touch1()
816 // FIXME: Better checking for what to push and not.
817 if (other.classname != "player")
818 if (other.classname != "corpse")
819 if (other.classname != "body")
820 if (other.classname != "gib")
821 if (other.classname != "missile")
822 if (other.classname != "casing")
823 if (other.classname != "grenade")
824 if (other.classname != "plasma")
825 if (other.classname != "plasma_prim")
826 if (other.classname != "plasma_chain")
827 if (other.classname != "droppedweapon")
830 if (other.deadflag && other.classname == "player")
835 targ = find(world, targetname, self.target);
838 objerror("trigger_force without a (valid) .target!\n");
843 if(self.falloff == 1)
844 str = (str / self.radius) * self.strength;
845 else if(self.falloff == 2)
846 str = (1 - (str / self.radius)) * self.strength;
850 pushdeltatime = time - other.lastpushtime;
851 if (pushdeltatime > 0.15) pushdeltatime = 0;
852 other.lastpushtime = time;
853 if(!pushdeltatime) return;
855 other.velocity = other.velocity + normalize(targ.origin - self.origin) * self.strength * pushdeltatime;
858 // Directionless (accelerator/decelerator) mode
859 void trigger_impulse_touch2()
863 // FIXME: Better checking for what to push and not.
864 if (other.classname != "player")
865 if (other.classname != "corpse")
866 if (other.classname != "body")
867 if (other.classname != "gib")
868 if (other.classname != "missile")
869 if (other.classname != "casing")
870 if (other.classname != "grenade")
871 if (other.classname != "plasma")
872 if (other.classname != "plasma_prim")
873 if (other.classname != "plasma_chain")
874 if (other.classname != "droppedweapon")
877 if (other.deadflag && other.classname == "player")
882 pushdeltatime = time - other.lastpushtime;
883 if (pushdeltatime > 0.15) pushdeltatime = 0;
884 other.lastpushtime = time;
885 if(!pushdeltatime) return;
887 //if(self.strength > 1)
888 other.velocity = other.velocity * (self.strength * pushdeltatime);
890 // other.velocity = other.velocity - (other.velocity * self.strength * pushdeltatime);
893 // Spherical (gravity/repulsor) mode
894 void trigger_impulse_touch3()
899 // FIXME: Better checking for what to push and not.
900 if (other.classname != "player")
901 if (other.classname != "corpse")
902 if (other.classname != "body")
903 if (other.classname != "gib")
904 if (other.classname != "missile")
905 if (other.classname != "casing")
906 if (other.classname != "grenade")
907 if (other.classname != "plasma")
908 if (other.classname != "plasma_prim")
909 if (other.classname != "plasma_chain")
910 if (other.classname != "droppedweapon")
913 if (other.deadflag && other.classname == "player")
918 pushdeltatime = time - other.lastpushtime;
919 if (pushdeltatime > 0.15) pushdeltatime = 0;
920 other.lastpushtime = time;
921 if(!pushdeltatime) return;
923 setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
925 str = min(self.radius, vlen(self.origin - other.origin));
927 if(self.falloff == 1)
928 str = (1 - str / self.radius) * self.strength; // 1 in the inside
929 else if(self.falloff == 2)
930 str = (str / self.radius) * self.strength; // 0 in the inside
934 other.velocity = other.velocity + normalize(other.origin - self.origin) * str * pushdeltatime;
937 /*QUAKED spawnfunc_trigger_impulse (.5 .5 .5) ?
938 -------- KEYS --------
939 target : If this is set, this points to the spawnfunc_target_position to which the player will get pushed.
940 If not, this trigger acts like a damper/accelerator field.
942 strength : This is how mutch force to add in the direction of .target each second
943 when .target is set. If not, this is hoe mutch to slow down/accelerate
944 someting cought inside this trigger. (1=no change, 0,5 half speed rougthly each tic, 2 = doubble)
946 radius : If set, act as a spherical device rather then a liniar one.
948 falloff : 0 = none, 1 = liniar, 2 = inverted liniar
950 -------- NOTES --------
951 Use a brush textured with common/origin in the trigger entity to determine the origin of the force
952 in directional and sperical mode. For damper/accelerator mode this is not nessesary (and has no effect).
955 void spawnfunc_trigger_impulse()
960 if(!self.strength) self.strength = 2000;
961 setorigin(self, self.origin);
962 setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
963 self.touch = trigger_impulse_touch3;
969 if(!self.strength) self.strength = 950;
970 self.touch = trigger_impulse_touch1;
974 if(!self.strength) self.strength = 0.9;
975 self.touch = trigger_impulse_touch2;
980 /*QUAKED spawnfunc_trigger_flipflop (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ENABLED
981 "Flip-flop" trigger gate... lets only every second trigger event through
985 self.state = !self.state;
990 void spawnfunc_trigger_flipflop()
992 if(self.spawnflags & 1)
994 self.use = flipflop_use;
997 /*QUAKED spawnfunc_trigger_monoflop (.5 .5 .5) (-8 -8 -8) (8 8 8)
998 "Mono-flop" trigger gate... turns one trigger event into one "on" and one "off" event, separated by a delay of "wait"
1002 self.nextthink = time + self.wait;
1009 void monoflop_think()
1015 void spawnfunc_trigger_monoflop()
1019 self.use = monoflop_use;
1020 self.think = monoflop_think;