1 void SUB_DontUseTargets()
10 activator = self.enemy;
16 ==============================
19 the global "activator" should be set to the entity that initiated the firing.
21 If self.delay is set, a DelayedUse entity will be created that will actually
22 do the SUB_UseTargets after that many seconds have passed.
24 Centerprints any self.message to the activator.
26 Removes all entities with a targetname that match self.killtarget,
27 and removes them, so some events can remove other triggers.
29 Search for (string)targetname in all entities that
30 match (string)self.target and call their .use function
32 ==============================
36 local entity t, stemp, otemp, act;
45 // create a temp object to fire at a later time
47 t.classname = "DelayedUse";
48 t.nextthink = time + self.delay;
51 t.message = self.message;
52 t.killtarget = self.killtarget;
53 t.target = self.target;
61 if (activator.classname == "player" && self.message != "")
63 if(clienttype(activator) == CLIENTTYPE_REAL)
65 centerprint (activator, self.message);
67 play2(activator, "misc/talk.wav");
72 // kill the killtagets
77 for(t = world; (t = find(t, targetname, s)); )
88 for(i = 0; i < 4; ++i)
93 case 0: s = stemp.target; break;
94 case 1: s = stemp.target2; break;
95 case 2: s = stemp.target3; break;
96 case 3: s = stemp.target4; break;
100 for(t = world; (t = find(t, targetname, s)); )
103 //print(stemp.classname, " ", stemp.targetname, " -> ", t.classname, " ", t.targetname, "\n");
118 //=============================================================================
120 float SPAWNFLAG_NOMESSAGE = 1;
121 float SPAWNFLAG_NOTOUCH = 1;
123 // the wait time has passed, so set back up for another activation
128 self.health = self.max_health;
129 self.takedamage = DAMAGE_YES;
130 self.solid = SOLID_BBOX;
135 // the trigger was just touched/killed/used
136 // self.enemy should be set to the activator so it can be held through a delay
137 // so wait for the delay time before firing
140 if (self.nextthink > time)
142 return; // allready been triggered
145 if (self.classname == "trigger_secret")
147 if (self.enemy.classname != "player")
149 found_secrets = found_secrets + 1;
150 WriteByte (MSG_ALL, SVC_FOUNDSECRET);
154 sound (self.enemy, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NORM);
156 // don't trigger again until reset
157 self.takedamage = DAMAGE_NO;
159 activator = self.enemy;
165 self.think = multi_wait;
166 self.nextthink = time + self.wait;
169 { // we can't just remove (self) here, because this is a touch function
170 // called wheil C code is looping through area links...
171 self.touch = SUB_Null;
177 self.enemy = activator;
183 if not(self.spawnflags & 2)
185 if not(other.iscreature)
189 if(self.team == other.team)
193 // if the trigger has an angles field, check player's facing direction
194 if (self.movedir != '0 0 0')
196 makevectors (other.angles);
197 if (v_forward * self.movedir < 0)
198 return; // not facing the right way
207 void multi_eventdamage (vector hitloc, float damage, entity inflictor, entity attacker, float deathtype)
209 if (!self.takedamage)
211 self.health = self.health - damage;
212 if (self.health <= 0)
214 self.enemy = attacker;
221 self.touch = multi_touch;
222 self.health = self.max_health;
223 self.takedamage = DAMAGE_YES;
224 self.solid = SOLID_BBOX;
225 self.think = SUB_Null;
226 self.team = self.team_saved;
229 /*QUAKED spawnfunc_trigger_multiple (.5 .5 .5) ? notouch
230 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.
231 If "delay" is set, the trigger waits some time after activating before firing.
232 "wait" : Seconds between triggerings. (.2 default)
233 If notouch is set, the trigger is only fired by other entities, not by touching.
234 NOTOUCH has been obsoleted by spawnfunc_trigger_relay!
240 set "message" to text string
242 void spawnfunc_trigger_multiple()
244 self.reset = multi_reset;
245 if (self.sounds == 1)
247 precache_sound ("misc/secret.wav");
248 self.noise = "misc/secret.wav";
250 else if (self.sounds == 2)
252 precache_sound ("misc/talk.wav");
253 self.noise = "misc/talk.wav";
255 else if (self.sounds == 3)
257 precache_sound ("misc/trigger1.wav");
258 self.noise = "misc/trigger1.wav";
263 self.use = multi_use;
267 self.team_saved = self.team;
271 if (self.spawnflags & SPAWNFLAG_NOTOUCH)
272 objerror ("health and notouch don't make sense\n");
273 self.max_health = self.health;
274 self.event_damage = multi_eventdamage;
275 self.takedamage = DAMAGE_YES;
276 self.solid = SOLID_BBOX;
277 setorigin (self, self.origin); // make sure it links into the world
281 if ( !(self.spawnflags & SPAWNFLAG_NOTOUCH) )
283 self.touch = multi_touch;
284 setorigin (self, self.origin); // make sure it links into the world
290 /*QUAKED spawnfunc_trigger_once (.5 .5 .5) ? notouch
291 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
292 "targetname". If "health" is set, the trigger must be killed to activate.
293 If notouch is set, the trigger is only fired by other entities, not by touching.
294 if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired.
295 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.
301 set "message" to text string
303 void spawnfunc_trigger_once()
306 spawnfunc_trigger_multiple();
309 //=============================================================================
311 /*QUAKED spawnfunc_trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
312 This fixed size trigger cannot be touched, it can only be fired by other events. It can contain killtargets, targets, delays, and messages.
314 void spawnfunc_trigger_relay()
316 self.use = SUB_UseTargets;
317 self.reset = spawnfunc_trigger_relay; // this spawnfunc resets fully
322 self.think = SUB_UseTargets;
323 self.nextthink = self.wait;
328 self.think = SUB_Null;
331 void spawnfunc_trigger_delay()
336 self.use = delay_use;
337 self.reset = delay_reset;
340 //=============================================================================
345 self.count = self.count - 1;
351 if (activator.classname == "player"
352 && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
355 centerprint (activator, "There are more to go...");
356 else if (self.count == 3)
357 centerprint (activator, "Only 3 more to go...");
358 else if (self.count == 2)
359 centerprint (activator, "Only 2 more to go...");
361 centerprint (activator, "Only 1 more to go...");
366 if (activator.classname == "player"
367 && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
368 centerprint(activator, "Sequence completed!");
369 self.enemy = activator;
375 self.count = self.cnt;
379 /*QUAKED spawnfunc_trigger_counter (.5 .5 .5) ? nomessage
380 Acts as an intermediary for an action that takes multiple inputs.
382 If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished.
384 After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
386 void spawnfunc_trigger_counter()
391 self.cnt = self.count;
393 self.use = counter_use;
394 self.reset = counter_reset;
397 .float triggerhurttime;
398 void trigger_hurt_touch()
400 // only do the EXACTTRIGGER_TOUCH checks when really needed (saves some cpu)
401 if (other.iscreature)
403 if (other.takedamage)
404 if (other.triggerhurttime < time)
407 other.triggerhurttime = time + 1;
408 Damage (other, self, self, self.dmg, DEATH_HURTTRIGGER, other.origin, '0 0 0');
415 if (other.items & IT_KEY1 || other.items & IT_KEY2) // reset flag
418 other.pain_finished = min(other.pain_finished, time + 2);
420 else if (other.classname == "rune") // reset runes
423 other.nextthink = min(other.nextthink, time + 1);
431 /*QUAKED spawnfunc_trigger_hurt (.5 .5 .5) ?
432 Any object touching this will be hurt
433 set dmg to damage amount
436 .entity trigger_hurt_next;
437 entity trigger_hurt_last;
438 entity trigger_hurt_first;
439 void spawnfunc_trigger_hurt()
442 self.touch = trigger_hurt_touch;
446 self.message = "was in the wrong place";
448 self.message2 = "was thrown into a world of hurt by";
450 if(!trigger_hurt_first)
451 trigger_hurt_first = self;
452 if(trigger_hurt_last)
453 trigger_hurt_last.trigger_hurt_next = self;
454 trigger_hurt_last = self;
457 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end)
461 for(th = trigger_hurt_first; th; th = th.trigger_hurt_next)
462 if(tracebox_hits_box(start, mi, ma, end, th.absmin, th.absmax))
468 //////////////////////////////////////////////////////////////
472 //Trigger heal --a04191b92fbd93aa67214ef7e72d6d2e
474 //////////////////////////////////////////////////////////////
476 .float triggerhealtime;
477 void trigger_heal_touch()
479 // only do the EXACTTRIGGER_TOUCH checks when really needed (saves some cpu)
480 if (other.iscreature)
482 if (other.takedamage)
483 if (other.triggerhealtime < time)
486 other.triggerhealtime = time + 1;
488 if (other.health < self.max_health)
490 other.health = min(other.health + self.health, self.max_health);
491 other.pauserothealth_finished = max(other.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
492 sound (other, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NORM);
498 void spawnfunc_trigger_heal()
501 self.touch = trigger_heal_touch;
504 if (!self.max_health)
505 self.max_health = 200; //Max health topoff for field
507 self.noise = "misc/mediumhealth.wav";
508 precache_sound(self.noise);
512 //////////////////////////////////////////////////////////////
518 //////////////////////////////////////////////////////////////
522 // TODO add a way to do looped sounds with sound(); then complete this entity
523 .float volume, atten;
524 void target_speaker_use() {sound(self, CHAN_TRIGGER, self.noise, VOL_BASE * self.volume, self.atten);}
526 void spawnfunc_target_speaker()
529 precache_sound (self.noise);
533 self.atten = ATTN_NORM;
534 else if(self.atten < 0)
538 self.use = target_speaker_use;
543 self.atten = ATTN_STATIC;
544 else if(self.atten < 0)
548 ambientsound (self.origin, self.noise, VOL_BASE * self.volume, self.atten);
553 void spawnfunc_func_stardust() {
554 self.effects = EF_STARDUST;
558 .float bgmscriptdecay;
559 float pointparticles_SendEntity(entity to, float fl)
561 WriteByte(MSG_ENTITY, ENT_CLIENT_POINTPARTICLES);
563 // optional features to save space
565 if(self.spawnflags & 1)
566 fl |= 0x10; // absolute count on toggle-on
567 if(self.movedir != '0 0 0' || self.velocity != '0 0 0')
568 fl |= 0x20; // 4 bytes - saves CPU
569 if(self.waterlevel || self.count != 1)
570 fl |= 0x40; // 4 bytes - obscure features almost never used
571 if(self.mins != '0 0 0' || self.maxs != '0 0 0')
572 fl |= 0x80; // 14 bytes - saves lots of space
574 WriteByte(MSG_ENTITY, fl);
578 WriteCoord(MSG_ENTITY, self.impulse);
580 WriteCoord(MSG_ENTITY, 0); // off
584 WriteCoord(MSG_ENTITY, self.origin_x);
585 WriteCoord(MSG_ENTITY, self.origin_y);
586 WriteCoord(MSG_ENTITY, self.origin_z);
590 if(self.model != "null")
592 WriteShort(MSG_ENTITY, self.modelindex);
595 WriteCoord(MSG_ENTITY, self.mins_x);
596 WriteCoord(MSG_ENTITY, self.mins_y);
597 WriteCoord(MSG_ENTITY, self.mins_z);
598 WriteCoord(MSG_ENTITY, self.maxs_x);
599 WriteCoord(MSG_ENTITY, self.maxs_y);
600 WriteCoord(MSG_ENTITY, self.maxs_z);
605 WriteShort(MSG_ENTITY, 0);
608 WriteCoord(MSG_ENTITY, self.maxs_x);
609 WriteCoord(MSG_ENTITY, self.maxs_y);
610 WriteCoord(MSG_ENTITY, self.maxs_z);
613 WriteShort(MSG_ENTITY, self.cnt);
616 WriteShort(MSG_ENTITY, compressShortVector(self.velocity));
617 WriteShort(MSG_ENTITY, compressShortVector(self.movedir));
621 WriteShort(MSG_ENTITY, self.waterlevel * 16.0);
622 WriteByte(MSG_ENTITY, self.count * 16.0);
624 WriteString(MSG_ENTITY, self.noise);
627 WriteByte(MSG_ENTITY, floor(self.atten * 64));
628 WriteByte(MSG_ENTITY, floor(self.volume * 255));
630 WriteString(MSG_ENTITY, self.bgmscript);
631 if(self.bgmscript != "")
632 WriteByte(MSG_ENTITY, floor(self.bgmscriptdecay * 255));
637 void pointparticles_use()
639 self.state = !self.state;
643 void pointparticles_think()
645 if(self.origin != self.oldorigin)
648 self.oldorigin = self.origin;
650 self.nextthink = time;
653 void pointparticles_reset()
655 if(self.spawnflags & 1)
661 void spawnfunc_func_pointparticles()
664 setmodel(self, self.model);
666 precache_sound (self.noise);
669 self.atten = ATTN_NORM;
670 else if(self.atten < 0)
681 setorigin(self, self.origin + self.mins);
682 setsize(self, '0 0 0', self.maxs - self.mins);
685 self.cnt = particleeffectnum(self.mdl);
687 Net_LinkEntity(self, FALSE, 0, pointparticles_SendEntity);
691 self.use = pointparticles_use;
692 self.reset = pointparticles_reset;
697 self.think = pointparticles_think;
698 self.nextthink = time;
701 void spawnfunc_func_sparks()
703 // self.cnt is the amount of sparks that one burst will spawn
705 self.cnt = 25.0; // nice default value
708 // self.wait is the probability that a sparkthink will spawn a spark shower
709 // range: 0 - 1, but 0 makes little sense, so...
710 if(self.wait < 0.05) {
711 self.wait = 0.25; // nice default value
714 self.count = self.cnt;
717 self.velocity = '0 0 -1';
718 self.mdl = "TE_SPARK";
719 self.impulse = 10 * self.wait; // by default 2.5/sec
721 self.cnt = 0; // use mdl
723 spawnfunc_func_pointparticles();
726 float rainsnow_SendEntity(entity to, float sf)
728 WriteByte(MSG_ENTITY, ENT_CLIENT_RAINSNOW);
729 WriteByte(MSG_ENTITY, self.state);
730 WriteCoord(MSG_ENTITY, self.origin_x + self.mins_x);
731 WriteCoord(MSG_ENTITY, self.origin_y + self.mins_y);
732 WriteCoord(MSG_ENTITY, self.origin_z + self.mins_z);
733 WriteCoord(MSG_ENTITY, self.maxs_x - self.mins_x);
734 WriteCoord(MSG_ENTITY, self.maxs_y - self.mins_y);
735 WriteCoord(MSG_ENTITY, self.maxs_z - self.mins_z);
736 WriteShort(MSG_ENTITY, compressShortVector(self.dest));
737 WriteShort(MSG_ENTITY, self.count);
738 WriteByte(MSG_ENTITY, self.cnt);
742 /*QUAKED spawnfunc_func_rain (0 .5 .8) ?
743 This is an invisible area like a trigger, which rain falls inside of.
747 falling direction (should be something like '0 0 -700', use the X and Y velocity for wind)
749 sets color of rain (default 12 - white)
751 adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
753 void spawnfunc_func_rain()
755 self.dest = self.velocity;
756 self.velocity = '0 0 0';
758 self.dest = '0 0 -700';
759 self.angles = '0 0 0';
760 self.movetype = MOVETYPE_NONE;
761 self.solid = SOLID_NOT;
762 SetBrushEntityModel();
767 self.count = 0.01 * self.count * (self.size_x / 1024) * (self.size_y / 1024);
770 if(self.count > 65535)
773 self.state = 1; // 1 is rain, 0 is snow
776 Net_LinkEntity(self, FALSE, 0, rainsnow_SendEntity);
780 /*QUAKED spawnfunc_func_snow (0 .5 .8) ?
781 This is an invisible area like a trigger, which snow falls inside of.
785 falling direction (should be something like '0 0 -300', use the X and Y velocity for wind)
787 sets color of rain (default 12 - white)
789 adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
791 void spawnfunc_func_snow()
793 self.dest = self.velocity;
794 self.velocity = '0 0 0';
796 self.dest = '0 0 -300';
797 self.angles = '0 0 0';
798 self.movetype = MOVETYPE_NONE;
799 self.solid = SOLID_NOT;
800 SetBrushEntityModel();
805 self.count = 0.01 * self.count * (self.size_x / 1024) * (self.size_y / 1024);
808 if(self.count > 65535)
811 self.state = 0; // 1 is rain, 0 is snow
814 Net_LinkEntity(self, FALSE, 0, rainsnow_SendEntity);
818 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float deathtype);
821 void misc_laser_aim()
826 if(self.spawnflags & 2)
828 if(self.enemy.origin != self.mangle)
830 self.mangle = self.enemy.origin;
836 a = vectoangles(self.enemy.origin - self.origin);
847 if(self.angles != self.mangle)
849 self.mangle = self.angles;
853 if(self.origin != self.oldorigin)
856 self.oldorigin = self.origin;
860 void misc_laser_init()
862 if(self.target != "")
863 self.enemy = find(world, targetname, self.target);
867 void misc_laser_think()
872 self.nextthink = time;
881 o = self.enemy.origin;
882 if not(self.spawnflags & 2)
883 o = self.origin + normalize(o - self.origin) * 32768;
887 makevectors(self.mangle);
888 o = self.origin + v_forward * 32768;
894 FireRailgunBullet(self.origin, o, 100000, 0, DEATH_HURTTRIGGER);
896 FireRailgunBullet(self.origin, o, self.dmg * frametime, 0, DEATH_HURTTRIGGER);
899 if(self.enemy.target != "") // DETECTOR laser
901 traceline(self.origin, o, MOVE_NORMAL, self);
902 if(trace_ent.iscreature)
904 self.pusher = trace_ent;
911 activator = self.pusher;
924 activator = self.pusher;
932 float laser_SendEntity(entity to, float fl)
934 WriteByte(MSG_ENTITY, ENT_CLIENT_LASER);
935 fl = fl - (fl & 0xE0); // use that bit to indicate finite length laser
936 if(self.spawnflags & 2)
940 if(self.scale != 1 || self.modelscale != 1)
942 WriteByte(MSG_ENTITY, fl);
945 WriteCoord(MSG_ENTITY, self.origin_x);
946 WriteCoord(MSG_ENTITY, self.origin_y);
947 WriteCoord(MSG_ENTITY, self.origin_z);
951 WriteByte(MSG_ENTITY, self.colormod_x * 255.0);
952 WriteByte(MSG_ENTITY, self.colormod_y * 255.0);
953 WriteByte(MSG_ENTITY, self.colormod_z * 255.0);
955 WriteByte(MSG_ENTITY, self.alpha * 255.0);
958 WriteByte(MSG_ENTITY, bound(0, self.scale * 16.0, 255));
959 WriteByte(MSG_ENTITY, bound(0, self.modelscale * 16.0, 255));
961 WriteShort(MSG_ENTITY, self.cnt + 1);
967 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
968 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
969 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
973 WriteAngle(MSG_ENTITY, self.mangle_x);
974 WriteAngle(MSG_ENTITY, self.mangle_y);
978 WriteByte(MSG_ENTITY, self.state);
982 /*QUAKED spawnfunc_misc_laser (.5 .5 .5) ? START_ON DEST_IS_FIXED
983 Any object touching the beam will be hurt
986 spawnfunc_target_position where the laser ends
988 name of beam end effect to use
990 color of the beam (default: red)
992 damage per second (-1 for a laser that kills immediately)
996 self.state = !self.state;
1003 if(self.spawnflags & 1)
1009 void spawnfunc_misc_laser()
1013 if(self.mdl == "none")
1017 self.cnt = particleeffectnum(self.mdl);
1020 self.cnt = particleeffectnum("laser_deadly");
1026 self.cnt = particleeffectnum("laser_deadly");
1033 if(self.colormod == '0 0 0')
1035 self.colormod = '1 0 0';
1037 self.message = "saw the light";
1039 self.message2 = "was pushed into a laser by";
1042 if(!self.modelscale)
1043 self.modelscale = 1;
1044 self.think = misc_laser_think;
1045 self.nextthink = time;
1046 InitializeEntity(self, misc_laser_init, INITPRIO_FINDTARGET);
1048 self.mangle = self.angles;
1050 Net_LinkEntity(self, FALSE, 0, laser_SendEntity);
1054 self.reset = laser_reset;
1056 self.use = laser_use;
1062 // tZorks trigger impulse / gravity
1066 .float lastpushtime;
1068 // targeted (directional) mode
1069 void trigger_impulse_touch1()
1072 float pushdeltatime;
1075 // FIXME: Better checking for what to push and not.
1076 if not(other.iscreature)
1077 if (other.classname != "corpse")
1078 if (other.classname != "body")
1079 if (other.classname != "gib")
1080 if (other.classname != "missile")
1081 if (other.classname != "rocket")
1082 if (other.classname != "casing")
1083 if (other.classname != "grenade")
1084 if (other.classname != "plasma")
1085 if (other.classname != "plasma_prim")
1086 if (other.classname != "plasma_chain")
1087 if (other.classname != "droppedweapon")
1090 if (other.deadflag && other.iscreature)
1095 targ = find(world, targetname, self.target);
1098 objerror("trigger_force without a (valid) .target!\n");
1103 if(self.falloff == 1)
1104 str = (str / self.radius) * self.strength;
1105 else if(self.falloff == 2)
1106 str = (1 - (str / self.radius)) * self.strength;
1108 str = self.strength;
1110 pushdeltatime = time - other.lastpushtime;
1111 if (pushdeltatime > 0.15) pushdeltatime = 0;
1112 other.lastpushtime = time;
1113 if(!pushdeltatime) return;
1115 other.velocity = other.velocity + normalize(targ.origin - self.origin) * self.strength * pushdeltatime;
1116 other.flags &~= FL_ONGROUND;
1119 // Directionless (accelerator/decelerator) mode
1120 void trigger_impulse_touch2()
1122 float pushdeltatime;
1124 // FIXME: Better checking for what to push and not.
1125 if not(other.iscreature)
1126 if (other.classname != "corpse")
1127 if (other.classname != "body")
1128 if (other.classname != "gib")
1129 if (other.classname != "missile")
1130 if (other.classname != "rocket")
1131 if (other.classname != "casing")
1132 if (other.classname != "grenade")
1133 if (other.classname != "plasma")
1134 if (other.classname != "plasma_prim")
1135 if (other.classname != "plasma_chain")
1136 if (other.classname != "droppedweapon")
1139 if (other.deadflag && other.iscreature)
1144 pushdeltatime = time - other.lastpushtime;
1145 if (pushdeltatime > 0.15) pushdeltatime = 0;
1146 other.lastpushtime = time;
1147 if(!pushdeltatime) return;
1149 //if(self.strength > 1)
1150 other.velocity = other.velocity * (self.strength * pushdeltatime);
1152 // other.velocity = other.velocity - (other.velocity * self.strength * pushdeltatime);
1155 // Spherical (gravity/repulsor) mode
1156 void trigger_impulse_touch3()
1158 float pushdeltatime;
1161 // FIXME: Better checking for what to push and not.
1162 if not(other.iscreature)
1163 if (other.classname != "corpse")
1164 if (other.classname != "body")
1165 if (other.classname != "gib")
1166 if (other.classname != "missile")
1167 if (other.classname != "rocket")
1168 if (other.classname != "casing")
1169 if (other.classname != "grenade")
1170 if (other.classname != "plasma")
1171 if (other.classname != "plasma_prim")
1172 if (other.classname != "plasma_chain")
1173 if (other.classname != "droppedweapon")
1176 if (other.deadflag && other.iscreature)
1181 pushdeltatime = time - other.lastpushtime;
1182 if (pushdeltatime > 0.15) pushdeltatime = 0;
1183 other.lastpushtime = time;
1184 if(!pushdeltatime) return;
1186 setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
1188 str = min(self.radius, vlen(self.origin - other.origin));
1190 if(self.falloff == 1)
1191 str = (1 - str / self.radius) * self.strength; // 1 in the inside
1192 else if(self.falloff == 2)
1193 str = (str / self.radius) * self.strength; // 0 in the inside
1195 str = self.strength;
1197 other.velocity = other.velocity + normalize(other.origin - self.origin) * str * pushdeltatime;
1200 /*QUAKED spawnfunc_trigger_impulse (.5 .5 .5) ?
1201 -------- KEYS --------
1202 target : If this is set, this points to the spawnfunc_target_position to which the player will get pushed.
1203 If not, this trigger acts like a damper/accelerator field.
1205 strength : This is how mutch force to add in the direction of .target each second
1206 when .target is set. If not, this is hoe mutch to slow down/accelerate
1207 someting cought inside this trigger. (1=no change, 0,5 half speed rougthly each tic, 2 = doubble)
1209 radius : If set, act as a spherical device rather then a liniar one.
1211 falloff : 0 = none, 1 = liniar, 2 = inverted liniar
1213 -------- NOTES --------
1214 Use a brush textured with common/origin in the trigger entity to determine the origin of the force
1215 in directional and sperical mode. For damper/accelerator mode this is not nessesary (and has no effect).
1218 void spawnfunc_trigger_impulse()
1223 if(!self.strength) self.strength = 2000;
1224 setorigin(self, self.origin);
1225 setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
1226 self.touch = trigger_impulse_touch3;
1232 if(!self.strength) self.strength = 950;
1233 self.touch = trigger_impulse_touch1;
1237 if(!self.strength) self.strength = 0.9;
1238 self.touch = trigger_impulse_touch2;
1243 /*QUAKED spawnfunc_trigger_flipflop (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ENABLED
1244 "Flip-flop" trigger gate... lets only every second trigger event through
1248 self.state = !self.state;
1253 void spawnfunc_trigger_flipflop()
1255 if(self.spawnflags & 1)
1257 self.use = flipflop_use;
1258 self.reset = spawnfunc_trigger_flipflop; // perfect resetter
1261 /*QUAKED spawnfunc_trigger_monoflop (.5 .5 .5) (-8 -8 -8) (8 8 8)
1262 "Mono-flop" trigger gate... turns one trigger event into one "on" and one "off" event, separated by a delay of "wait"
1266 self.nextthink = time + self.wait;
1267 self.enemy = activator;
1273 void monoflop_fixed_use()
1277 self.nextthink = time + self.wait;
1279 self.enemy = activator;
1283 void monoflop_think()
1286 activator = self.enemy;
1290 void monoflop_reset()
1296 void spawnfunc_trigger_monoflop()
1300 if(self.spawnflags & 1)
1301 self.use = monoflop_fixed_use;
1303 self.use = monoflop_use;
1304 self.think = monoflop_think;
1306 self.reset = monoflop_reset;
1309 void multivibrator_send()
1314 cyclestart = floor((time + self.phase) / (self.wait + self.respawntime)) * (self.wait + self.respawntime) - self.phase;
1316 newstate = (time < cyclestart + self.wait);
1319 if(self.state != newstate)
1321 self.state = newstate;
1324 self.nextthink = cyclestart + self.wait + 0.01;
1326 self.nextthink = cyclestart + self.wait + self.respawntime + 0.01;
1329 void multivibrator_toggle()
1331 if(self.nextthink == 0)
1333 multivibrator_send();
1346 void multivibrator_reset()
1348 if(!(self.spawnflags & 1))
1349 self.nextthink = 0; // wait for a trigger event
1351 self.nextthink = max(1, time);
1354 /*QUAKED trigger_multivibrator (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ON
1355 "Multivibrator" trigger gate... repeatedly sends trigger events. When triggered, turns on or off.
1356 -------- KEYS --------
1357 target: trigger all entities with this targetname when it goes off
1358 targetname: name that identifies this entity so it can be triggered; when off, it always uses the OFF state
1359 phase: offset of the timing
1360 wait: "on" cycle time (default: 1)
1361 respawntime: "off" cycle time (default: same as wait)
1362 -------- SPAWNFLAGS --------
1363 START_ON: assume it is already turned on (when targeted)
1365 void spawnfunc_trigger_multivibrator()
1369 if(!self.respawntime)
1370 self.respawntime = self.wait;
1373 self.use = multivibrator_toggle;
1374 self.think = multivibrator_send;
1375 self.nextthink = time;
1378 multivibrator_reset();
1385 src = find(world, targetname, self.killtarget);
1386 dst = find(world, targetname, self.target);
1390 objerror("follow: could not find target/killtarget");
1394 if(self.spawnflags & 1)
1397 if(self.spawnflags & 2)
1399 setattachment(dst, src, self.message);
1403 attach_sameorigin(dst, src, self.message);
1408 if(self.spawnflags & 2)
1410 dst.movetype = MOVETYPE_FOLLOW;
1412 // dst.punchangle = '0 0 0'; // keep unchanged
1413 dst.view_ofs = dst.origin;
1414 dst.v_angle = dst.angles;
1418 follow_sameorigin(dst, src);
1425 void spawnfunc_misc_follow()
1427 InitializeEntity(self, follow_init, INITPRIO_FINDTARGET);
1432 void gamestart_use() {
1438 void spawnfunc_trigger_gamestart() {
1439 self.use = gamestart_use;
1440 self.reset2 = spawnfunc_trigger_gamestart;
1444 self.think = self.use;
1445 self.nextthink = game_starttime + self.wait;
1448 InitializeEntity(self, gamestart_use, INITPRIO_FINDTARGET);
1454 .entity voicescript; // attached voice script
1455 .float voicescript_index; // index of next voice, or -1 to use the randomized ones
1456 .float voicescript_nextthink; // time to play next voice
1457 .float voicescript_voiceend; // time when this voice ends
1459 void target_voicescript_clear(entity pl)
1461 pl.voicescript = world;
1464 void target_voicescript_use()
1466 if(activator.voicescript != self)
1468 activator.voicescript = self;
1469 activator.voicescript_index = 0;
1470 activator.voicescript_nextthink = time + self.delay;
1474 void target_voicescript_next(entity pl)
1479 vs = pl.voicescript;
1482 if(vs.message == "")
1484 if(pl.classname != "player")
1489 if(time >= pl.voicescript_voiceend)
1491 if(time >= pl.voicescript_nextthink)
1493 // get the next voice...
1494 n = tokenize_sane(vs.message);
1496 if(pl.voicescript_index < vs.cnt)
1497 i = pl.voicescript_index * 2;
1498 else if(n > vs.cnt * 2)
1499 i = mod(pl.voicescript_index - vs.cnt, (n - vs.cnt * 2 - 1) / 2) * 2 + vs.cnt * 2 + 1;
1505 play2(pl, strcat(vs.netname, "/", argv(i), ".wav"));
1506 pl.voicescript_voiceend = time + stof(argv(i + 1));
1509 pl.voicescript = world;
1511 pl.voicescript_index += 1;
1512 pl.voicescript_nextthink = pl.voicescript_voiceend + vs.wait * (0.5 + random());
1517 void spawnfunc_target_voicescript()
1519 // netname: directory of the sound files
1520 // message: list of "sound file" duration "sound file" duration, a *, and again a list
1521 // foo1 4.1 foo2 4.0 foo3 3.1 * fool1 1.1 fool2 7.1 fool3 9.1 fool4 3.7
1522 // wait: average time between messages
1523 // delay: initial delay before the first message
1526 self.use = target_voicescript_use;
1528 n = tokenize_sane(self.message);
1530 for(i = 0; i+1 < n; i += 2)
1537 precache_sound(strcat(self.netname, "/", argv(i), ".wav"));
1543 void trigger_relay_teamcheck_use()
1547 if(self.spawnflags & 2)
1549 if(activator.team != self.team)
1554 if(activator.team == self.team)
1560 if(self.spawnflags & 1)
1565 void trigger_relay_teamcheck_reset()
1567 self.team = self.team_saved;
1570 void spawnfunc_trigger_relay_teamcheck()
1572 self.team_saved = self.team;
1573 self.use = trigger_relay_teamcheck_use;
1574 self.reset = trigger_relay_teamcheck_reset;
1579 void trigger_disablerelay_use()
1586 for(e = world; (e = find(e, targetname, self.target)); )
1588 if(e.use == SUB_UseTargets)
1590 e.use = SUB_DontUseTargets;
1593 else if(e.use == SUB_DontUseTargets)
1595 e.use = SUB_UseTargets;
1601 print("Invalid use of trigger_disablerelay: ", ftos(a), " relays were on, ", ftos(b), " relays were off!\n");
1604 void spawnfunc_trigger_disablerelay()
1606 self.use = trigger_disablerelay_use;