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)
503 WriteShort(MSG_ENTITY, self.modelindex);
504 WriteCoord(MSG_ENTITY, self.origin_x);
505 WriteCoord(MSG_ENTITY, self.origin_y);
506 WriteCoord(MSG_ENTITY, self.origin_z);
507 WriteCoord(MSG_ENTITY, self.mins_x);
508 WriteCoord(MSG_ENTITY, self.mins_y);
509 WriteCoord(MSG_ENTITY, self.mins_z);
510 WriteCoord(MSG_ENTITY, self.maxs_x);
511 WriteCoord(MSG_ENTITY, self.maxs_y);
512 WriteCoord(MSG_ENTITY, self.maxs_z);
516 WriteShort(MSG_ENTITY, 0);
517 WriteCoord(MSG_ENTITY, self.origin_x + self.mins_x);
518 WriteCoord(MSG_ENTITY, self.origin_y + self.mins_y);
519 WriteCoord(MSG_ENTITY, self.origin_z + self.mins_z);
520 WriteCoord(MSG_ENTITY, self.maxs_x - self.mins_x);
521 WriteCoord(MSG_ENTITY, self.maxs_y - self.mins_y);
522 WriteCoord(MSG_ENTITY, self.maxs_z - self.mins_z);
524 WriteShort(MSG_ENTITY, self.cnt);
525 WriteShort(MSG_ENTITY, compressShortVector(self.velocity));
526 WriteShort(MSG_ENTITY, compressShortVector(self.movedir));
527 WriteCoord(MSG_ENTITY, self.waterlevel);
528 WriteCoord(MSG_ENTITY, self.count);
529 WriteByte(MSG_ENTITY, self.glow_color);
530 WriteString(MSG_ENTITY, self.noise);
535 void pointparticles_use()
537 self.state = !self.state;
541 void spawnfunc_func_pointparticles()
544 setmodel(self, self.model);
546 precache_sound (self.noise);
548 self.effects = EF_NODEPTHTEST;
549 self.SendEntity = pointparticles_SendEntity;
552 self.modelindex = 4.2;
553 self.model = "net_entity";
555 self.cnt = particleeffectnum(self.mdl);
556 if(self.targetname != "")
558 self.use = pointparticles_use;
559 if(self.spawnflags & 1)
568 void spawnfunc_func_sparks()
570 // self.cnt is the amount of sparks that one burst will spawn
572 self.cnt = 25.0; // nice default value
575 // self.wait is the probability that a sparkthink will spawn a spark shower
576 // range: 0 - 1, but 0 makes little sense, so...
577 if(self.wait < 0.05) {
578 self.wait = 0.25; // nice default value
581 self.count = self.cnt;
584 self.velocity = '0 0 -1';
585 self.mdl = "func_sparks";
586 self.impulse = 0.1 / self.wait;
589 spawnfunc_func_pointparticles();
592 float rainsnow_SendEntity(float to)
594 WriteByte(MSG_ENTITY, ENT_CLIENT_RAINSNOW);
595 WriteByte(MSG_ENTITY, self.state);
596 WriteCoord(MSG_ENTITY, self.origin_x + self.mins_x);
597 WriteCoord(MSG_ENTITY, self.origin_y + self.mins_y);
598 WriteCoord(MSG_ENTITY, self.origin_z + self.mins_z);
599 WriteCoord(MSG_ENTITY, self.maxs_x - self.mins_x);
600 WriteCoord(MSG_ENTITY, self.maxs_y - self.mins_y);
601 WriteCoord(MSG_ENTITY, self.maxs_z - self.mins_z);
602 WriteShort(MSG_ENTITY, compressShortVector(self.dest));
603 WriteShort(MSG_ENTITY, self.count);
604 WriteByte(MSG_ENTITY, self.cnt);
608 /*QUAKED spawnfunc_func_rain (0 .5 .8) ?
609 This is an invisible area like a trigger, which rain falls inside of.
613 falling direction (should be something like '0 0 -700', use the X and Y velocity for wind)
615 sets color of rain (default 12 - white)
617 adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
619 void spawnfunc_func_rain()
621 self.dest = self.velocity;
622 self.velocity = '0 0 0';
624 self.dest = '0 0 -700';
625 self.angles = '0 0 0';
626 self.movetype = MOVETYPE_NONE;
627 self.solid = SOLID_NOT;
628 SetBrushEntityModel();
634 self.count = 0.01 * self.count * (self.size_x / 1024) * (self.size_y / 1024);
637 if(self.count > 65535)
640 self.state = 1; // 1 is rain, 0 is snow
641 self.effects = EF_NODEPTHTEST;
642 self.SendEntity = rainsnow_SendEntity;
645 self.model = "net_entity";
649 /*QUAKED spawnfunc_func_snow (0 .5 .8) ?
650 This is an invisible area like a trigger, which snow falls inside of.
654 falling direction (should be something like '0 0 -300', use the X and Y velocity for wind)
656 sets color of rain (default 12 - white)
658 adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
660 void spawnfunc_func_snow()
662 self.dest = self.velocity;
663 self.velocity = '0 0 0';
665 self.dest = '0 0 -300';
666 self.angles = '0 0 0';
667 self.movetype = MOVETYPE_NONE;
668 self.solid = SOLID_NOT;
669 SetBrushEntityModel();
675 self.count = 0.01 * self.count * (self.size_x / 1024) * (self.size_y / 1024);
678 if(self.count > 65535)
681 self.state = 0; // 1 is rain, 0 is snow
682 self.effects = EF_NODEPTHTEST;
683 self.SendEntity = rainsnow_SendEntity;
686 self.model = "net_entity";
690 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float deathtype);
692 void misc_laser_aim()
697 a = vectoangles(self.enemy.origin - self.origin);
707 void misc_laser_think()
711 self.nextthink = time;
715 self.enemy = find(world, targetname, self.target);
724 makevectors(self.angles);
725 o = self.origin + 32768 * v_forward;
730 FireRailgunBullet(self.origin, o, 100000, 0, DEATH_HURTTRIGGER);
732 FireRailgunBullet(self.origin, o, self.dmg * frametime, 0, DEATH_HURTTRIGGER);
736 float laser_SendEntity(entity to, float fl)
738 WriteByte(MSG_ENTITY, ENT_CLIENT_LASER);
739 WriteByte(MSG_ENTITY, fl);
742 WriteCoord(MSG_ENTITY, self.origin_x);
743 WriteCoord(MSG_ENTITY, self.origin_y);
744 WriteCoord(MSG_ENTITY, self.origin_z);
745 WriteByte(MSG_ENTITY, self.colormod_x * 255.0);
746 WriteByte(MSG_ENTITY, self.colormod_y * 255.0);
747 WriteByte(MSG_ENTITY, self.colormod_z * 255.0);
748 WriteShort(MSG_ENTITY, self.cnt);
752 WriteCoord(MSG_ENTITY, self.angles_x);
753 WriteCoord(MSG_ENTITY, self.angles_y);
756 WriteByte(MSG_ENTITY, self.state);
760 /*QUAKED spawnfunc_misc_laser (.5 .5 .5) ? START_ON
761 Any object touching the beam will be hurt
764 spawnfunc_target_position where the laser ends
766 name of beam end effect to use
768 color of the beam (default: red)
770 damage per second (-1 for a laser that kills immediately)
774 self.state = !self.state;
779 void spawnfunc_misc_laser()
783 self.cnt = particleeffectnum(strcat(self.mdl, "_end"));
785 self.cnt = particleeffectnum(self.mdl);
789 self.cnt = particleeffectnum("misc_laser_beam_end");
791 if(self.colormod == '0 0 0')
792 self.colormod = '1 0 0';
794 self.message = "saw the light";
795 self.think = misc_laser_think;
796 self.nextthink = time;
798 self.effects = EF_NODEPTHTEST;
799 self.SendEntity = laser_SendEntity;
802 self.model = "net_entity";
804 if(self.targetname != "")
806 self.use = laser_use;
807 if(self.spawnflags & 1)
816 // tZorks trigger impulse / gravity
822 // targeted (directional) mode
823 void trigger_impulse_touch1()
829 // FIXME: Better checking for what to push and not.
830 if (other.classname != "player")
831 if (other.classname != "corpse")
832 if (other.classname != "body")
833 if (other.classname != "gib")
834 if (other.classname != "missile")
835 if (other.classname != "casing")
836 if (other.classname != "grenade")
837 if (other.classname != "plasma")
838 if (other.classname != "plasma_prim")
839 if (other.classname != "plasma_chain")
840 if (other.classname != "droppedweapon")
843 if (other.deadflag && other.classname == "player")
848 targ = find(world, targetname, self.target);
851 objerror("trigger_force without a (valid) .target!\n");
856 if(self.falloff == 1)
857 str = (str / self.radius) * self.strength;
858 else if(self.falloff == 2)
859 str = (1 - (str / self.radius)) * self.strength;
863 pushdeltatime = time - other.lastpushtime;
864 if (pushdeltatime > 0.15) pushdeltatime = 0;
865 other.lastpushtime = time;
866 if(!pushdeltatime) return;
868 other.velocity = other.velocity + normalize(targ.origin - self.origin) * self.strength * pushdeltatime;
871 // Directionless (accelerator/decelerator) mode
872 void trigger_impulse_touch2()
876 // FIXME: Better checking for what to push and not.
877 if (other.classname != "player")
878 if (other.classname != "corpse")
879 if (other.classname != "body")
880 if (other.classname != "gib")
881 if (other.classname != "missile")
882 if (other.classname != "casing")
883 if (other.classname != "grenade")
884 if (other.classname != "plasma")
885 if (other.classname != "plasma_prim")
886 if (other.classname != "plasma_chain")
887 if (other.classname != "droppedweapon")
890 if (other.deadflag && other.classname == "player")
895 pushdeltatime = time - other.lastpushtime;
896 if (pushdeltatime > 0.15) pushdeltatime = 0;
897 other.lastpushtime = time;
898 if(!pushdeltatime) return;
900 //if(self.strength > 1)
901 other.velocity = other.velocity * (self.strength * pushdeltatime);
903 // other.velocity = other.velocity - (other.velocity * self.strength * pushdeltatime);
906 // Spherical (gravity/repulsor) mode
907 void trigger_impulse_touch3()
912 // FIXME: Better checking for what to push and not.
913 if (other.classname != "player")
914 if (other.classname != "corpse")
915 if (other.classname != "body")
916 if (other.classname != "gib")
917 if (other.classname != "missile")
918 if (other.classname != "casing")
919 if (other.classname != "grenade")
920 if (other.classname != "plasma")
921 if (other.classname != "plasma_prim")
922 if (other.classname != "plasma_chain")
923 if (other.classname != "droppedweapon")
926 if (other.deadflag && other.classname == "player")
931 pushdeltatime = time - other.lastpushtime;
932 if (pushdeltatime > 0.15) pushdeltatime = 0;
933 other.lastpushtime = time;
934 if(!pushdeltatime) return;
936 setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
938 str = min(self.radius, vlen(self.origin - other.origin));
940 if(self.falloff == 1)
941 str = (1 - str / self.radius) * self.strength; // 1 in the inside
942 else if(self.falloff == 2)
943 str = (str / self.radius) * self.strength; // 0 in the inside
947 other.velocity = other.velocity + normalize(other.origin - self.origin) * str * pushdeltatime;
950 /*QUAKED spawnfunc_trigger_impulse (.5 .5 .5) ?
951 -------- KEYS --------
952 target : If this is set, this points to the spawnfunc_target_position to which the player will get pushed.
953 If not, this trigger acts like a damper/accelerator field.
955 strength : This is how mutch force to add in the direction of .target each second
956 when .target is set. If not, this is hoe mutch to slow down/accelerate
957 someting cought inside this trigger. (1=no change, 0,5 half speed rougthly each tic, 2 = doubble)
959 radius : If set, act as a spherical device rather then a liniar one.
961 falloff : 0 = none, 1 = liniar, 2 = inverted liniar
963 -------- NOTES --------
964 Use a brush textured with common/origin in the trigger entity to determine the origin of the force
965 in directional and sperical mode. For damper/accelerator mode this is not nessesary (and has no effect).
968 void spawnfunc_trigger_impulse()
973 if(!self.strength) self.strength = 2000;
974 setorigin(self, self.origin);
975 setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
976 self.touch = trigger_impulse_touch3;
982 if(!self.strength) self.strength = 950;
983 self.touch = trigger_impulse_touch1;
987 if(!self.strength) self.strength = 0.9;
988 self.touch = trigger_impulse_touch2;
993 /*QUAKED spawnfunc_trigger_flipflop (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ENABLED
994 "Flip-flop" trigger gate... lets only every second trigger event through
998 self.state = !self.state;
1003 void spawnfunc_trigger_flipflop()
1005 if(self.spawnflags & 1)
1007 self.use = flipflop_use;
1010 /*QUAKED spawnfunc_trigger_monoflop (.5 .5 .5) (-8 -8 -8) (8 8 8)
1011 "Mono-flop" trigger gate... turns one trigger event into one "on" and one "off" event, separated by a delay of "wait"
1015 self.nextthink = time + self.wait;
1022 void monoflop_think()
1028 void spawnfunc_trigger_monoflop()
1032 self.use = monoflop_use;
1033 self.think = monoflop_think;