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;
492 self.nextthink = time + 0.1;
494 if(random() < self.wait) {
495 te_spark(self.origin,'0 0 -1',self.cnt);
502 self.think = sparksthink;
503 self.nextthink = time + 0.2;
505 // self.cnt is the amount of sparks that one burst will spawn
507 self.cnt = 25.0; // nice default value
510 // self.wait is the probability that a sparkthink will spawn a spark shower
511 // range: 0 - 1, but 0 makes little sense, so...
512 if(self.wait < 0.05) {
513 self.wait = 0.25; // nice default value
518 precache_sound (self.noise);
519 ambientsound (self.origin, self.noise, VOL_BASE, ATTN_STATIC);
525 self.nextthink = time + 0.1;
526 te_particlerain(self.absmin, self.absmax, self.dest, self.count, self.cnt);
527 // te_particlesnow(self.absmin, self.absmax, self.dest * 0.25, self.count, self.cnt);
528 // WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
529 // WriteByte (MSG_BROADCAST, TE_PARTICLERAIN);
530 // WriteVec (MSG_BROADCAST, self.absmin);
531 // WriteVec (MSG_BROADCAST, self.absmax);
532 // WriteVec (MSG_BROADCAST, self.dest);
533 // WriteShort (MSG_BROADCAST, self.count);
534 // WriteByte (MSG_BROADCAST, self.cnt);
537 /*QUAKED spawnfunc_func_rain (0 .5 .8) ?
538 This is an invisible area like a trigger, which rain falls inside of.
542 falling direction (should be something like '0 0 -700', use the X and Y velocity for wind)
544 sets color of rain (default 12 - white)
546 adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
548 void spawnfunc_func_rain()
550 self.dest = self.velocity;
551 self.velocity = '0 0 0';
553 self.dest = '0 0 -700';
554 self.angles = '0 0 0';
555 self.movetype = MOVETYPE_NONE;
556 self.solid = SOLID_NOT;
557 SetBrushEntityModel();
563 self.count = 0.1 * self.count * (self.size_x / 1024) * (self.size_y / 1024);
569 // convert from per second to per 0.1 sec,
570 self.count = ceil(self.count * 0.1);
571 self.think = rain_think;
572 self.nextthink = time + 0.5;
578 self.nextthink = time + 0.1 + random() * 0.05;
579 te_particlesnow(self.absmin, self.absmax, self.dest, self.count, self.cnt);
580 // WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
581 // WriteByte (MSG_BROADCAST, TE_PARTICLESNOW);
582 // WriteVec (MSG_BROADCAST, self.absmin);
583 // WriteVec (MSG_BROADCAST, self.absmax);
584 // WriteVec (MSG_BROADCAST, self.dest);
585 // WriteShort (MSG_BROADCAST, self.count);
586 // WriteByte (MSG_BROADCAST, self.cnt);
589 /*QUAKED spawnfunc_func_snow (0 .5 .8) ?
590 This is an invisible area like a trigger, which snow falls inside of.
594 falling direction (should be something like '0 0 -300', use the X and Y velocity for wind)
596 sets color of rain (default 12 - white)
598 adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
600 void spawnfunc_func_snow()
602 self.dest = self.velocity;
603 self.velocity = '0 0 0';
605 self.dest = '0 0 -300';
606 self.angles = '0 0 0';
607 self.movetype = MOVETYPE_NONE;
608 self.solid = SOLID_NOT;
609 SetBrushEntityModel();
615 self.count = 0.1 * self.count * (self.size_x / 1024) * (self.size_y / 1024);
621 // convert from per second to per 0.1 sec,
622 self.count = ceil(self.count * 0.1);
623 self.think = snow_think;
624 self.nextthink = time + 0.5;
628 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float deathtype);
629 void misc_laser_think()
634 self.enemy = find(world, targetname, self.target);
639 o = self.enemy.origin;
643 makevectors(self.angles);
644 o = self.origin + v_forward * MAX_SHOT_DISTANCE;
650 FireRailgunBullet(self.origin, o, 100000, 0, DEATH_HURTTRIGGER);
652 FireRailgunBullet(self.origin, o, self.dmg * frametime, 0, DEATH_HURTTRIGGER);
655 if(time > self.ltime)
657 traceline(self.origin, o, MOVE_WORLDONLY, self);
658 trailparticles(self, self.cnt, self.origin, trace_endpos);
659 pointparticles(self.lip, trace_endpos, trace_plane_normal, 256 * frametime);
660 self.ltime = time + self.wait;
662 self.nextthink = time;
664 /*QUAKED spawnfunc_misc_laser (.5 .5 .5) ?
665 Any object touching the beam will be hurt
668 spawnfunc_target_position where the laser ends
670 name of beam effect to use
672 damage per second (-1 for a laser that kills immediately)
674 delay between sending the particle effect
676 void spawnfunc_misc_laser()
680 self.cnt = particleeffectnum(self.mdl);
681 self.lip = particleeffectnum(strcat(self.mdl, "_end"));
685 self.cnt = particleeffectnum("misc_laser_beam");
686 self.lip = particleeffectnum("misc_laser_beam_end");
691 self.message = "saw the light";
692 self.think = misc_laser_think;
693 self.nextthink = time;
696 // tZorks trigger impulse / gravity
702 // targeted (directional) mode
703 void trigger_impulse_touch1()
709 // FIXME: Better checking for what to push and not.
710 if (other.classname != "player")
711 if (other.classname != "corpse")
712 if (other.classname != "body")
713 if (other.classname != "gib")
714 if (other.classname != "missile")
715 if (other.classname != "casing")
716 if (other.classname != "grenade")
717 if (other.classname != "plasma")
718 if (other.classname != "plasma_prim")
719 if (other.classname != "plasma_chain")
720 if (other.classname != "droppedweapon")
723 if (other.deadflag && other.classname == "player")
728 targ = find(world, targetname, self.target);
731 objerror("trigger_force without a (valid) .target!\n");
736 if(self.falloff == 1)
737 str = (str / self.radius) * self.strength;
738 else if(self.falloff == 2)
739 str = (1 - (str / self.radius)) * self.strength;
743 pushdeltatime = time - other.lastpushtime;
744 if (pushdeltatime > 0.15) pushdeltatime = 0;
745 other.lastpushtime = time;
746 if(!pushdeltatime) return;
748 other.velocity = other.velocity + normalize(targ.origin - self.origin) * self.strength * pushdeltatime;
751 // Directionless (accelerator/decelerator) mode
752 void trigger_impulse_touch2()
756 // FIXME: Better checking for what to push and not.
757 if (other.classname != "player")
758 if (other.classname != "corpse")
759 if (other.classname != "body")
760 if (other.classname != "gib")
761 if (other.classname != "missile")
762 if (other.classname != "casing")
763 if (other.classname != "grenade")
764 if (other.classname != "plasma")
765 if (other.classname != "plasma_prim")
766 if (other.classname != "plasma_chain")
767 if (other.classname != "droppedweapon")
770 if (other.deadflag && other.classname == "player")
775 pushdeltatime = time - other.lastpushtime;
776 if (pushdeltatime > 0.15) pushdeltatime = 0;
777 other.lastpushtime = time;
778 if(!pushdeltatime) return;
780 //if(self.strength > 1)
781 other.velocity = other.velocity * (self.strength * pushdeltatime);
783 // other.velocity = other.velocity - (other.velocity * self.strength * pushdeltatime);
786 // Spherical (gravity/repulsor) mode
787 void trigger_impulse_touch3()
792 // FIXME: Better checking for what to push and not.
793 if (other.classname != "player")
794 if (other.classname != "corpse")
795 if (other.classname != "body")
796 if (other.classname != "gib")
797 if (other.classname != "missile")
798 if (other.classname != "casing")
799 if (other.classname != "grenade")
800 if (other.classname != "plasma")
801 if (other.classname != "plasma_prim")
802 if (other.classname != "plasma_chain")
803 if (other.classname != "droppedweapon")
806 if (other.deadflag && other.classname == "player")
811 pushdeltatime = time - other.lastpushtime;
812 if (pushdeltatime > 0.15) pushdeltatime = 0;
813 other.lastpushtime = time;
814 if(!pushdeltatime) return;
816 setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
818 str = min(self.radius, vlen(self.origin - other.origin));
820 if(self.falloff == 1)
821 str = (1 - str / self.radius) * self.strength; // 1 in the inside
822 else if(self.falloff == 2)
823 str = (str / self.radius) * self.strength; // 0 in the inside
827 other.velocity = other.velocity + normalize(other.origin - self.origin) * str * pushdeltatime;
830 /*QUAKED spawnfunc_trigger_impulse (.5 .5 .5) ?
831 -------- KEYS --------
832 target : If this is set, this points to the spawnfunc_target_position to which the player will get pushed.
833 If not, this trigger acts like a damper/accelerator field.
835 strength : This is how mutch force to add in the direction of .target each second
836 when .target is set. If not, this is hoe mutch to slow down/accelerate
837 someting cought inside this trigger. (1=no change, 0,5 half speed rougthly each tic, 2 = doubble)
839 radius : If set, act as a spherical device rather then a liniar one.
841 falloff : 0 = none, 1 = liniar, 2 = inverted liniar
843 -------- NOTES --------
844 Use a brush textured with common/origin in the trigger entity to determine the origin of the force
845 in directional and sperical mode. For damper/accelerator mode this is not nessesary (and has no effect).
848 void spawnfunc_trigger_impulse()
853 if(!self.strength) self.strength = 2000;
854 setorigin(self, self.origin);
855 setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
856 self.touch = trigger_impulse_touch3;
862 if(!self.strength) self.strength = 950;
863 self.touch = trigger_impulse_touch1;
867 if(!self.strength) self.strength = 0.9;
868 self.touch = trigger_impulse_touch2;