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)
490 WriteByte(MSG_ENTITY, ENT_CLIENT_POINTPARTICLES);
491 if(self.modelindex != 4.2)
492 WriteShort(MSG_ENTITY, self.modelindex);
494 WriteShort(MSG_ENTITY, 0);
495 WriteCoord(MSG_ENTITY, self.origin_x + self.mins_x);
496 WriteCoord(MSG_ENTITY, self.origin_y + self.mins_y);
497 WriteCoord(MSG_ENTITY, self.origin_z + self.mins_z);
498 WriteCoord(MSG_ENTITY, self.maxs_x - self.mins_x);
499 WriteCoord(MSG_ENTITY, self.maxs_y - self.mins_y);
500 WriteCoord(MSG_ENTITY, self.maxs_z - self.mins_z);
501 WriteShort(MSG_ENTITY, self.cnt);
503 WriteCoord(MSG_ENTITY, self.impulse);
505 WriteCoord(MSG_ENTITY, 0); // off
506 WriteShort(MSG_ENTITY, compressShortVector(self.velocity));
507 WriteShort(MSG_ENTITY, compressShortVector(self.movedir));
508 WriteCoord(MSG_ENTITY, self.waterlevel);
509 WriteCoord(MSG_ENTITY, self.count);
510 WriteByte(MSG_ENTITY, self.glow_color);
511 WriteString(MSG_ENTITY, self.noise);
515 float pointparticles_use()
517 self.state = !self.state;
521 void spawnfunc_func_pointparticles()
524 setmodel(self, self.model);
526 precache_sound (self.noise);
528 self.effects = EF_NODEPTHTEST;
529 self.SendEntity = pointparticles_SendEntity;
532 self.modelindex = 4.2;
533 self.model = "net_entity";
535 self.cnt = particleeffectnum(self.mdl);
536 if(self.targetname != "")
538 self.use = pointparticles_use;
539 if(self.spawnflags & 1)
548 void spawnfunc_func_sparks()
550 // self.cnt is the amount of sparks that one burst will spawn
552 self.cnt = 25.0; // nice default value
555 // self.wait is the probability that a sparkthink will spawn a spark shower
556 // range: 0 - 1, but 0 makes little sense, so...
557 if(self.wait < 0.05) {
558 self.wait = 0.25; // nice default value
561 self.count = self.cnt;
564 self.velocity = '0 0 -1';
565 self.mdl = "func_sparks";
566 self.impulse = 0.1 / self.wait;
568 spawnfunc_func_pointparticles();
573 self.nextthink = time + 0.1;
574 te_particlerain(self.absmin, self.absmax, self.dest, self.count, self.cnt);
575 // te_particlesnow(self.absmin, self.absmax, self.dest * 0.25, self.count, self.cnt);
576 // WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
577 // WriteByte (MSG_BROADCAST, TE_PARTICLERAIN);
578 // WriteVec (MSG_BROADCAST, self.absmin);
579 // WriteVec (MSG_BROADCAST, self.absmax);
580 // WriteVec (MSG_BROADCAST, self.dest);
581 // WriteShort (MSG_BROADCAST, self.count);
582 // WriteByte (MSG_BROADCAST, self.cnt);
585 /*QUAKED spawnfunc_func_rain (0 .5 .8) ?
586 This is an invisible area like a trigger, which rain falls inside of.
590 falling direction (should be something like '0 0 -700', use the X and Y velocity for wind)
592 sets color of rain (default 12 - white)
594 adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
596 void spawnfunc_func_rain()
598 self.dest = self.velocity;
599 self.velocity = '0 0 0';
601 self.dest = '0 0 -700';
602 self.angles = '0 0 0';
603 self.movetype = MOVETYPE_NONE;
604 self.solid = SOLID_NOT;
605 SetBrushEntityModel();
611 self.count = 0.1 * self.count * (self.size_x / 1024) * (self.size_y / 1024);
617 // convert from per second to per 0.1 sec,
618 self.count = ceil(self.count * 0.1);
619 self.think = rain_think;
620 self.nextthink = time + 0.5;
626 self.nextthink = time + 0.1 + random() * 0.05;
627 te_particlesnow(self.absmin, self.absmax, self.dest, self.count, self.cnt);
628 // WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
629 // WriteByte (MSG_BROADCAST, TE_PARTICLESNOW);
630 // WriteVec (MSG_BROADCAST, self.absmin);
631 // WriteVec (MSG_BROADCAST, self.absmax);
632 // WriteVec (MSG_BROADCAST, self.dest);
633 // WriteShort (MSG_BROADCAST, self.count);
634 // WriteByte (MSG_BROADCAST, self.cnt);
637 /*QUAKED spawnfunc_func_snow (0 .5 .8) ?
638 This is an invisible area like a trigger, which snow falls inside of.
642 falling direction (should be something like '0 0 -300', use the X and Y velocity for wind)
644 sets color of rain (default 12 - white)
646 adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
648 void spawnfunc_func_snow()
650 self.dest = self.velocity;
651 self.velocity = '0 0 0';
653 self.dest = '0 0 -300';
654 self.angles = '0 0 0';
655 self.movetype = MOVETYPE_NONE;
656 self.solid = SOLID_NOT;
657 SetBrushEntityModel();
663 self.count = 0.1 * self.count * (self.size_x / 1024) * (self.size_y / 1024);
669 // convert from per second to per 0.1 sec,
670 self.count = ceil(self.count * 0.1);
671 self.think = snow_think;
672 self.nextthink = time + 0.5;
676 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float deathtype);
677 void misc_laser_think()
682 self.enemy = find(world, targetname, self.target);
687 o = self.enemy.origin;
691 makevectors(self.angles);
692 o = self.origin + v_forward * MAX_SHOT_DISTANCE;
698 FireRailgunBullet(self.origin, o, 100000, 0, DEATH_HURTTRIGGER);
700 FireRailgunBullet(self.origin, o, self.dmg * frametime, 0, DEATH_HURTTRIGGER);
703 if(time > self.ltime)
705 traceline(self.origin, o, MOVE_WORLDONLY, self);
706 trailparticles(self, self.cnt, self.origin, trace_endpos);
707 pointparticles(self.lip, trace_endpos, trace_plane_normal, 256 * frametime);
708 self.ltime = time + self.wait;
710 self.nextthink = time;
712 /*QUAKED spawnfunc_misc_laser (.5 .5 .5) ?
713 Any object touching the beam will be hurt
716 spawnfunc_target_position where the laser ends
718 name of beam effect to use
720 damage per second (-1 for a laser that kills immediately)
722 delay between sending the particle effect
724 void spawnfunc_misc_laser()
728 self.cnt = particleeffectnum(self.mdl);
729 self.lip = particleeffectnum(strcat(self.mdl, "_end"));
733 self.cnt = particleeffectnum("misc_laser_beam");
734 self.lip = particleeffectnum("misc_laser_beam_end");
739 self.message = "saw the light";
740 self.think = misc_laser_think;
741 self.nextthink = time;
744 // tZorks trigger impulse / gravity
750 // targeted (directional) mode
751 void trigger_impulse_touch1()
757 // FIXME: Better checking for what to push and not.
758 if (other.classname != "player")
759 if (other.classname != "corpse")
760 if (other.classname != "body")
761 if (other.classname != "gib")
762 if (other.classname != "missile")
763 if (other.classname != "casing")
764 if (other.classname != "grenade")
765 if (other.classname != "plasma")
766 if (other.classname != "plasma_prim")
767 if (other.classname != "plasma_chain")
768 if (other.classname != "droppedweapon")
771 if (other.deadflag && other.classname == "player")
776 targ = find(world, targetname, self.target);
779 objerror("trigger_force without a (valid) .target!\n");
784 if(self.falloff == 1)
785 str = (str / self.radius) * self.strength;
786 else if(self.falloff == 2)
787 str = (1 - (str / self.radius)) * self.strength;
791 pushdeltatime = time - other.lastpushtime;
792 if (pushdeltatime > 0.15) pushdeltatime = 0;
793 other.lastpushtime = time;
794 if(!pushdeltatime) return;
796 other.velocity = other.velocity + normalize(targ.origin - self.origin) * self.strength * pushdeltatime;
799 // Directionless (accelerator/decelerator) mode
800 void trigger_impulse_touch2()
804 // FIXME: Better checking for what to push and not.
805 if (other.classname != "player")
806 if (other.classname != "corpse")
807 if (other.classname != "body")
808 if (other.classname != "gib")
809 if (other.classname != "missile")
810 if (other.classname != "casing")
811 if (other.classname != "grenade")
812 if (other.classname != "plasma")
813 if (other.classname != "plasma_prim")
814 if (other.classname != "plasma_chain")
815 if (other.classname != "droppedweapon")
818 if (other.deadflag && other.classname == "player")
823 pushdeltatime = time - other.lastpushtime;
824 if (pushdeltatime > 0.15) pushdeltatime = 0;
825 other.lastpushtime = time;
826 if(!pushdeltatime) return;
828 //if(self.strength > 1)
829 other.velocity = other.velocity * (self.strength * pushdeltatime);
831 // other.velocity = other.velocity - (other.velocity * self.strength * pushdeltatime);
834 // Spherical (gravity/repulsor) mode
835 void trigger_impulse_touch3()
840 // FIXME: Better checking for what to push and not.
841 if (other.classname != "player")
842 if (other.classname != "corpse")
843 if (other.classname != "body")
844 if (other.classname != "gib")
845 if (other.classname != "missile")
846 if (other.classname != "casing")
847 if (other.classname != "grenade")
848 if (other.classname != "plasma")
849 if (other.classname != "plasma_prim")
850 if (other.classname != "plasma_chain")
851 if (other.classname != "droppedweapon")
854 if (other.deadflag && other.classname == "player")
859 pushdeltatime = time - other.lastpushtime;
860 if (pushdeltatime > 0.15) pushdeltatime = 0;
861 other.lastpushtime = time;
862 if(!pushdeltatime) return;
864 setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
866 str = min(self.radius, vlen(self.origin - other.origin));
868 if(self.falloff == 1)
869 str = (1 - str / self.radius) * self.strength; // 1 in the inside
870 else if(self.falloff == 2)
871 str = (str / self.radius) * self.strength; // 0 in the inside
875 other.velocity = other.velocity + normalize(other.origin - self.origin) * str * pushdeltatime;
878 /*QUAKED spawnfunc_trigger_impulse (.5 .5 .5) ?
879 -------- KEYS --------
880 target : If this is set, this points to the spawnfunc_target_position to which the player will get pushed.
881 If not, this trigger acts like a damper/accelerator field.
883 strength : This is how mutch force to add in the direction of .target each second
884 when .target is set. If not, this is hoe mutch to slow down/accelerate
885 someting cought inside this trigger. (1=no change, 0,5 half speed rougthly each tic, 2 = doubble)
887 radius : If set, act as a spherical device rather then a liniar one.
889 falloff : 0 = none, 1 = liniar, 2 = inverted liniar
891 -------- NOTES --------
892 Use a brush textured with common/origin in the trigger entity to determine the origin of the force
893 in directional and sperical mode. For damper/accelerator mode this is not nessesary (and has no effect).
896 void spawnfunc_trigger_impulse()
901 if(!self.strength) self.strength = 2000;
902 setorigin(self, self.origin);
903 setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
904 self.touch = trigger_impulse_touch3;
910 if(!self.strength) self.strength = 950;
911 self.touch = trigger_impulse_touch1;
915 if(!self.strength) self.strength = 0.9;
916 self.touch = trigger_impulse_touch2;