2 void() SUB_UseTargets;
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6 activator = self.enemy;
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12 ==============================
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15 the global "activator" should be set to the entity that initiated the firing.
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17 If self.delay is set, a DelayedUse entity will be created that will actually
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18 do the SUB_UseTargets after that many seconds have passed.
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20 Centerprints any self.message to the activator.
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22 Removes all entities with a targetname that match self.killtarget,
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23 and removes them, so some events can remove other triggers.
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25 Search for (string)targetname in all entities that
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26 match (string)self.target and call their .use function
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28 ==============================
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30 /*void() SUB_UseTargets =
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32 local entity t, stemp, otemp, act;
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35 // check for a delay
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39 // create a temp object to fire at a later time
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41 t.classname = "DelayedUse";
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42 t.nextthink = time + self.delay;
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43 t.think = DelayThink;
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44 t.enemy = activator;
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45 t.message = self.message;
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46 t.killtarget = self.killtarget;
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47 t.target = self.target;
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53 // print the message
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55 if (activator.classname == "player" && self.message != "")
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57 centerprint (activator, self.message);
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59 sound (activator, CHAN_VOICE, "misc/talk.wav", 1, ATTN_NORM);
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63 // kill the killtagets
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65 if (self.killtarget)
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70 t = find (t, targetname, self.killtarget);
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86 t = find (t, targetname, self.target);
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108 void() trigger_reactivate =
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110 self.solid = SOLID_TRIGGER;
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113 //=============================================================================
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115 float SPAWNFLAG_NOMESSAGE = 1;
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116 float SPAWNFLAG_NOTOUCH = 1;
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118 // the wait time has passed, so set back up for another activation
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119 void() multi_wait =
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121 if (self.max_health)
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123 self.health = self.max_health;
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124 self.takedamage = DAMAGE_YES;
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125 self.solid = SOLID_BBOX;
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130 // the trigger was just touched/killed/used
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131 // self.enemy should be set to the activator so it can be held through a delay
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132 // so wait for the delay time before firing
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133 /*void() multi_trigger =
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135 if (self.nextthink > time)
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137 return; // allready been triggered
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140 if (self.classname == "trigger_secret")
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142 if (self.enemy.classname != "player")
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144 found_secrets = found_secrets + 1;
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145 WriteByte (MSG_ALL, SVC_FOUNDSECRET);
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149 sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
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151 // don't trigger again until reset
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152 self.takedamage = DAMAGE_NO;
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154 activator = self.enemy;
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160 self.think = multi_wait;
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161 self.nextthink = time + self.wait;
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164 { // we can't just remove (self) here, because this is a touch function
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165 // called wheil C code is looping through area links...
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166 self.touch = SUB_Null;
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168 self.nextthink = time + 0.1;
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169 self.think = SUB_Remove;
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173 void() multi_trigger =
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175 if (self.nextthink > time)
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179 if (self.classname == "trigger_secret")
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181 if (self.enemy.classname != "player")
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185 found_secrets = found_secrets + TF_FLARE_OFF;
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190 sound(self, 2, self.noise, TF_FLARE_OFF, TF_FLARE_OFF);
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192 self.takedamage = TF_FLARE_LIT;
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193 activator = self.enemy;
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195 if (self.wait > TF_FLARE_LIT)
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197 self.think = multi_wait;
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198 self.nextthink = time + self.wait;
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202 self.touch = SUB_Null;
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203 self.nextthink = time + 0.1;
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204 self.think = SUB_Remove;
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210 self.enemy = activator;
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214 void() multi_touch =
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216 if (other.classname != "player")
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219 // if the trigger has an angles field, check player's facing direction
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220 if (self.movedir != '0 0 0')
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222 makevectors (other.angles);
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223 if (v_forward * self.movedir < 0)
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224 return; // not facing the right way
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227 self.enemy = other;
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231 void multi_eventdamage (vector hitloc, float damage, entity inflictor, entity attacker, float deathtype)
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233 if (!self.takedamage)
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235 self.health = self.health - damage;
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236 if (self.health <= 0)
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238 self.enemy = attacker;
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243 /*QUAKED trigger_multiple (.5 .5 .5) ? notouch
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244 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.
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245 If "delay" is set, the trigger waits some time after activating before firing.
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246 "wait" : Seconds between triggerings. (.2 default)
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247 If notouch is set, the trigger is only fired by other entities, not by touching.
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248 NOTOUCH has been obsoleted by trigger_relay!
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254 set "message" to text string
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256 void (float tno) ConvertToGoal;
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257 void () CheckIfQ3FTrigger;
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258 void() trigger_multiple =
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260 /* if (CheckIfQ3FTrigger() == 1)
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265 if (CheckIfQ3FTrigger() == 2)
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270 CheckIfQ3FTrigger ();
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272 if (self.sounds == 1)
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274 precache_sound ("misc/secret.wav");
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275 self.noise = "misc/secret.wav";
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277 else if (self.sounds == 2)
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279 precache_sound ("misc/talk.wav");
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280 self.noise = "misc/talk.wav";
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282 else if (self.sounds == 3)
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284 precache_sound ("misc/trigger1.wav");
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285 self.noise = "misc/trigger1.wav";
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290 self.use = multi_use;
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296 if (self.spawnflags & SPAWNFLAG_NOTOUCH)
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297 objerror ("health and notouch don't make sense\n");
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298 self.max_health = self.health;
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299 self.event_damage = multi_eventdamage;
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300 self.takedamage = DAMAGE_YES;
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301 self.solid = SOLID_BBOX;
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302 setorigin (self, self.origin); // make sure it links into the world
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306 if ( !(self.spawnflags & SPAWNFLAG_NOTOUCH) )
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308 self.touch = multi_touch;
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314 /*QUAKED trigger_once (.5 .5 .5) ? notouch
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315 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
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316 "targetname". If "health" is set, the trigger must be killed to activate.
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317 If notouch is set, the trigger is only fired by other entities, not by touching.
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318 if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired.
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319 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.
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325 set "message" to text string
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327 /*void() trigger_once =
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330 trigger_multiple();
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333 //=============================================================================
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335 /*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
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336 This fixed size trigger cannot be touched, it can only be fired by other events. It can contain killtargets, targets, delays, and messages.
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338 void() trigger_relay =
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340 self.use = SUB_UseTargets;
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344 //=============================================================================
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347 void() counter_use =
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349 self.count = self.count - 1;
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350 if (self.count < 0)
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353 if (self.count != 0)
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355 if (activator.classname == "player"
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356 && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
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358 if (self.count >= 4)
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359 centerprint (activator, "There are more to go...");
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360 else if (self.count == 3)
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361 centerprint (activator, "Only 3 more to go...");
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362 else if (self.count == 2)
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363 centerprint (activator, "Only 2 more to go...");
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365 centerprint (activator, "Only 1 more to go...");
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370 if (activator.classname == "player"
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371 && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
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372 centerprint(activator, "Sequence completed!");
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373 self.enemy = activator;
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377 /*QUAKED trigger_counter (.5 .5 .5) ? nomessage
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378 Acts as an intermediary for an action that takes multiple inputs.
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380 If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished.
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382 After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
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384 void() trigger_counter =
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390 self.use = counter_use;
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393 /*.float triggerhurttime;
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394 void() hurt_touch =
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396 if (other.takedamage)
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397 if (other.triggerhurttime < time)
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399 other.triggerhurttime = time + 1;
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400 Damage (other, self, self, self.dmg, DEATH_HURTTRIGGER, other.origin, '0 0 0');
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406 /*QUAKED trigger_hurt (.5 .5 .5) ?
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407 Any object touching this will be hurt
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408 set dmg to damage amount
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411 /*void() trigger_hurt =
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414 self.touch = hurt_touch;
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418 self.message = "was in the wrong place.";
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421 //void() target_speaker_use = {sound(self, CHAN_VOICE, self.noise, 1, 1);}
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422 //void() target_speaker = {self.use = target_speaker_use;}
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424 void() target_speaker =
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427 precache_sound (self.noise);
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428 ambientsound (self.origin, self.noise, 1, ATTN_STATIC);
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435 void() sparksthink =
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437 self.nextthink = time + 0.1;
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439 if(random() < self.wait) {
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440 te_spark(self.origin,'0 0 -1',self.cnt);
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445 void() func_sparks =
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447 self.think = sparksthink;
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448 self.nextthink = time + 0.2;
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450 // self.cnt is the amount of sparks that one burst will spawn
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452 self.cnt = 25.0; // nice default value
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455 // self.wait is the probability that a sparkthink will spawn a spark shower
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456 // range: 0 - 1, but 0 makes little sense, so...
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457 if(self.wait < 0.05) {
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458 self.wait = 0.25; // nice default value
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463 precache_sound (self.noise);
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464 ambientsound (self.origin, self.noise, 1, ATTN_STATIC);
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471 =============================================================================
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475 =============================================================================
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477 // Doors are in TFDOORS.C
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478 /*void() fd_secret_move1;
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479 void() fd_secret_move2;
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480 void() fd_secret_move3;
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481 void() fd_secret_move4;
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482 void() fd_secret_move5;
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483 void() fd_secret_move6;
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484 void() fd_secret_done;
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486 float SECRET_OPEN_ONCE = 1; // stays open
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487 float SECRET_1ST_LEFT = 2; // 1st move is left of arrow
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488 float SECRET_1ST_DOWN = 4; // 1st move is down from arrow
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489 float SECRET_NO_SHOOT = 8; // only opened by trigger
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490 float SECRET_YES_SHOOT = 16; // shootable even if targeted
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493 void () fd_secret_use =
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497 self.health = 10000;
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498 //self.havocattack = TRUE;
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500 // exit if still moving around...
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501 if (self.origin != self.oldorigin)
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504 self.message = ""; // no more message
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506 SUB_UseTargets(); // fire all targets / killtargets
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508 self.velocity = '0 0 0';
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510 // Make a sound, wait a little...
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512 if (self.noise1 != "")
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513 sound(self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
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514 self.nextthink = self.ltime + 0.1;
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516 temp = 1 - (self.spawnflags & SECRET_1ST_LEFT); // 1 or -1
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517 makevectors(self.mangle);
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521 if (self.spawnflags & SECRET_1ST_DOWN)
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522 self.t_width = fabs(v_up * self.size);
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524 self.t_width = fabs(v_right * self.size);
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527 if (!self.t_length)
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528 self.t_length = fabs(v_forward * self.size);
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530 if (self.spawnflags & SECRET_1ST_DOWN)
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531 self.dest1 = self.origin - v_up * self.t_width;
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533 self.dest1 = self.origin + v_right * (self.t_width * temp);
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535 self.dest2 = self.dest1 + v_forward * self.t_length;
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536 SUB_CalcMove(self.dest1, self.speed, fd_secret_move1);
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537 if (self.noise2 != "")
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538 sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
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541 // Wait after first movement...
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542 void () fd_secret_move1 =
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544 self.nextthink = self.ltime + 1.0;
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545 self.think = fd_secret_move2;
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546 if (self.noise3 != "")
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547 sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
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550 // Start moving sideways w/sound...
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551 void () fd_secret_move2 =
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553 if (self.noise2 != "")
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554 sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
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555 SUB_CalcMove(self.dest2, self.speed, fd_secret_move3);
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558 // Wait here until time to go back...
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559 void () fd_secret_move3 =
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561 if (self.noise3 != "")
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562 sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
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563 if (!(self.spawnflags & SECRET_OPEN_ONCE))
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565 self.nextthink = self.ltime + self.wait;
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566 self.think = fd_secret_move4;
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570 // Move backward...
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571 void () fd_secret_move4 =
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573 if (self.noise2 != "")
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574 sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
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575 SUB_CalcMove(self.dest1, self.speed, fd_secret_move5);
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578 // Wait 1 second...
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579 void () fd_secret_move5 =
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581 self.nextthink = self.ltime + 1.0;
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582 self.think = fd_secret_move6;
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583 if (self.noise3 != "")
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584 sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
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587 void () fd_secret_move6 =
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589 if (self.noise2 != "")
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590 sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
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591 SUB_CalcMove(self.oldorigin, self.speed, fd_secret_done);
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594 void () fd_secret_done =
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596 if (!self.targetname || self.spawnflags&SECRET_YES_SHOOT)
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598 self.health = 10000;
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599 self.takedamage = DAMAGE_YES;
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600 //self.th_pain = fd_secret_use;
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602 if (self.noise3 != "")
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603 sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
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606 void () secret_blocked =
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608 if (time < self.attack_finished)
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610 self.attack_finished = time + 0.5;
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611 //T_Damage (other, self, self, self.dmg, self.dmg, self.deathtype, DT_IMPACT, (self.absmin + self.absmax) * 0.5, '0 0 0', Obituary_Generic);
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620 */ // now in TFDOORS.C
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621 /*void() secret_touch =
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623 if (activator.classname != "player")
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625 if (self.attack_finished > time)
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628 self.attack_finished = time + 2;
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632 if (other.flags & FL_CLIENT)
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633 centerprint (other, self.message);
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634 sound (other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM);
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639 /*QUAKED func_door_secret (0 .5 .8) ? open_once 1st_left 1st_down no_shoot always_shoot
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640 Basic secret door. Slides back, then to the side. Angle determines direction.
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641 wait = # of seconds before coming back
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642 1st_left = 1st move is left of arrow
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643 1st_down = 1st move is down from arrow
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644 always_shoot = even if targeted, keep shootable
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645 t_width = override WIDTH to move back (or height if going down)
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646 t_length = override LENGTH to move sideways
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647 "dmg" damage to inflict when blocked (2 default)
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649 If a secret door has a targetname, it will only be opened by it's botton or trigger, not by damage.
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656 /*void () func_door_secret =
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658 /*if (!self.deathtype) // map makers can override this
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659 self.deathtype = " got in the way";*/
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664 // Magic formula...
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665 self.mangle = self.angles;
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666 self.angles = '0 0 0';
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667 self.solid = SOLID_BSP;
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668 self.movetype = MOVETYPE_PUSH;
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669 self.classname = "door";
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670 setmodel (self, self.model);
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671 setorigin (self, self.origin);
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673 self.touch = secret_touch;
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674 self.blocked = secret_blocked;
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676 self.use = fd_secret_use;
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677 if ( !self.targetname || self.spawnflags&SECRET_YES_SHOOT)
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679 self.health = 10000;
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680 self.takedamage = DAMAGE_YES;
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681 self.event_damage = fd_secret_use;
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683 self.oldorigin = self.origin;
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685 self.wait = 5; // 5 seconds before closing
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689 // TF DOORS // MOVED THIS TO SEPERATE TF DOORS FILE
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691 // MOVE TO TFTRIGGERS
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692 void() trigger_once =
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694 if (CheckExistence() == TF_FLARE_LIT)
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700 trigger_multiple();
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705 self.solid = TF_FLARE_OFF;
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706 self.nextthink = -1;
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709 void() hurt_touch =
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712 if (other.is_dead != 0) // added by xavior to stop killing of dead bodies
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714 if (other.takedamage)
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716 if (!Activated(self, other))
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718 if (self.else_goal != TF_FLARE_LIT)
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720 te = Findgoal(self.else_goal);
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723 DoResults(te, other, self.goal_result & 2);
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728 self.solid = TF_FLARE_LIT;
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730 TF_T_Damage(other, self, self, self.dmg, TF_FLARE_OFF, TF_FLARE_LIT);
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731 self.think = hurt_on;
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732 self.nextthink = time + TF_FLARE_OFF;
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736 void() trigger_hurt =
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738 if (self.allowteams == "red") // Converted to work with q3f/ETF entities
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743 if (self.allowteams == "blue")
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749 if (CheckExistence() == TF_FLARE_LIT)
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755 self.touch = hurt_touch;
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764 void () SUB_UseTargets =
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767 local entity stemp;
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768 local entity otemp;
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771 if (self.dont_do_triggerwork)
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773 self.dont_do_triggerwork = 0;
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779 t.classname = "DelayedUse";
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780 t.nextthink = (time + self.delay);
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781 t.think = DelayThink;
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782 t.enemy = activator;
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783 t.message = self.message;
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784 t.killtarget = self.killtarget;
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785 t.target = self.target;
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788 if (((activator.classname == "player") && (self.message != "")))
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790 CenterPrint (activator, self.message);
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793 sound (activator, 2, "misc/talk.wav", 1, 1);
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796 if ((activator.classname == "player"))
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798 DoGroupWork (self, activator);
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799 DoGoalWork (self, activator);
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801 if (self.killtarget)
\r
806 t = find (t, targetname, self.killtarget);
\r
821 t = find (t, targetname, self.target);
\r
830 if ((self.use != SUB_Null))
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