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)
502 WriteShort(MSG_ENTITY, self.modelindex);
504 WriteShort(MSG_ENTITY, 0);
505 WriteCoord(MSG_ENTITY, self.origin_x + self.mins_x);
506 WriteCoord(MSG_ENTITY, self.origin_y + self.mins_y);
507 WriteCoord(MSG_ENTITY, self.origin_z + self.mins_z);
508 WriteCoord(MSG_ENTITY, self.maxs_x - self.mins_x);
509 WriteCoord(MSG_ENTITY, self.maxs_y - self.mins_y);
510 WriteCoord(MSG_ENTITY, self.maxs_z - self.mins_z);
511 WriteShort(MSG_ENTITY, self.cnt);
512 WriteShort(MSG_ENTITY, compressShortVector(self.velocity));
513 WriteShort(MSG_ENTITY, compressShortVector(self.movedir));
514 WriteCoord(MSG_ENTITY, self.waterlevel);
515 WriteCoord(MSG_ENTITY, self.count);
516 WriteByte(MSG_ENTITY, self.glow_color);
517 WriteString(MSG_ENTITY, self.noise);
522 void pointparticles_use()
524 if(self.wait && time < self.nextthink)
526 self.nextthink = time + self.wait; // extend the time
531 self.nextthink = time + self.wait; // toggle back after a delay
532 self.state = !self.state;
536 void pointparticles_think()
538 self.state = !self.state;
542 void spawnfunc_func_pointparticles()
545 setmodel(self, self.model);
547 precache_sound (self.noise);
549 self.effects = EF_NODEPTHTEST;
550 self.SendEntity = pointparticles_SendEntity;
553 self.modelindex = 4.2;
554 self.model = "net_entity";
556 self.cnt = particleeffectnum(self.mdl);
557 if(self.targetname != "")
559 self.use = pointparticles_use;
560 if(self.spawnflags & 1)
564 self.think = pointparticles_think;
570 void spawnfunc_func_sparks()
572 // self.cnt is the amount of sparks that one burst will spawn
574 self.cnt = 25.0; // nice default value
577 // self.wait is the probability that a sparkthink will spawn a spark shower
578 // range: 0 - 1, but 0 makes little sense, so...
579 if(self.wait < 0.05) {
580 self.wait = 0.25; // nice default value
583 self.count = self.cnt;
586 self.velocity = '0 0 -1';
587 self.mdl = "func_sparks";
588 self.impulse = 0.1 / self.wait;
591 spawnfunc_func_pointparticles();
594 float rainsnow_SendEntity(float to)
596 WriteByte(MSG_ENTITY, ENT_CLIENT_RAINSNOW);
597 WriteByte(MSG_ENTITY, self.state);
598 WriteCoord(MSG_ENTITY, self.origin_x + self.mins_x);
599 WriteCoord(MSG_ENTITY, self.origin_y + self.mins_y);
600 WriteCoord(MSG_ENTITY, self.origin_z + self.mins_z);
601 WriteCoord(MSG_ENTITY, self.maxs_x - self.mins_x);
602 WriteCoord(MSG_ENTITY, self.maxs_y - self.mins_y);
603 WriteCoord(MSG_ENTITY, self.maxs_z - self.mins_z);
604 WriteShort(MSG_ENTITY, compressShortVector(self.dest));
605 WriteShort(MSG_ENTITY, self.count);
606 WriteByte(MSG_ENTITY, self.cnt);
610 /*QUAKED spawnfunc_func_rain (0 .5 .8) ?
611 This is an invisible area like a trigger, which rain falls inside of.
615 falling direction (should be something like '0 0 -700', use the X and Y velocity for wind)
617 sets color of rain (default 12 - white)
619 adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
621 void spawnfunc_func_rain()
623 self.dest = self.velocity;
624 self.velocity = '0 0 0';
626 self.dest = '0 0 -700';
627 self.angles = '0 0 0';
628 self.movetype = MOVETYPE_NONE;
629 self.solid = SOLID_NOT;
630 SetBrushEntityModel();
636 self.count = 0.1 * self.count * (self.size_x / 1024) * (self.size_y / 1024);
642 if(self.count > 65535)
645 self.state = 1; // 1 is rain, 0 is snow
646 self.effects = EF_NODEPTHTEST;
647 self.SendEntity = rainsnow_SendEntity;
650 self.model = "net_entity";
654 /*QUAKED spawnfunc_func_snow (0 .5 .8) ?
655 This is an invisible area like a trigger, which snow falls inside of.
659 falling direction (should be something like '0 0 -300', use the X and Y velocity for wind)
661 sets color of rain (default 12 - white)
663 adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
665 void spawnfunc_func_snow()
667 self.dest = self.velocity;
668 self.velocity = '0 0 0';
670 self.dest = '0 0 -300';
671 self.angles = '0 0 0';
672 self.movetype = MOVETYPE_NONE;
673 self.solid = SOLID_NOT;
674 SetBrushEntityModel();
680 self.count = 0.01 * self.count * (self.size_x / 1024) * (self.size_y / 1024);
686 if(self.count > 65535)
689 self.state = 0; // 1 is rain, 0 is snow
690 self.effects = EF_NODEPTHTEST;
691 self.SendEntity = rainsnow_SendEntity;
694 self.model = "net_entity";
698 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float deathtype);
699 void misc_laser_think()
704 self.enemy = find(world, targetname, self.target);
709 o = self.enemy.origin;
710 a = vectoangles(o - self.origin);
719 makevectors(self.angles);
720 o = self.origin + v_forward * MAX_SHOT_DISTANCE;
726 FireRailgunBullet(self.origin, o, 100000, 0, DEATH_HURTTRIGGER);
728 FireRailgunBullet(self.origin, o, self.dmg * frametime, 0, DEATH_HURTTRIGGER);
731 float laser_SendEntity(entity to, float fl)
733 WriteByte(MSG_ENTITY, ENT_CLIENT_LASER);
734 WriteByte(MSG_ENTITY, fl);
737 WriteCoord(MSG_ENTITY, self.origin_x);
738 WriteCoord(MSG_ENTITY, self.origin_y);
739 WriteCoord(MSG_ENTITY, self.origin_z);
740 WriteByte(MSG_ENTITY, self.colormod_x * 255.0);
741 WriteByte(MSG_ENTITY, self.colormod_y * 255.0);
742 WriteByte(MSG_ENTITY, self.colormod_z * 255.0);
743 WriteShort(MSG_ENTITY, self.cnt);
747 WriteCoord(MSG_ENTITY, self.velocity_x);
748 WriteCoord(MSG_ENTITY, self.velocity_y);
749 WriteCoord(MSG_ENTITY, self.velocity_z);
754 /*QUAKED spawnfunc_misc_laser (.5 .5 .5) ?
755 Any object touching the beam will be hurt
758 spawnfunc_target_position where the laser ends
760 name of beam end effect to use
762 color of the beam (default: red)
764 damage per second (-1 for a laser that kills immediately)
766 void spawnfunc_misc_laser()
770 self.cnt = particleeffectnum(strcat(self.mdl, "_end"));
772 self.cnt = particleeffectnum(self.mdl);
776 self.cnt = particleeffectnum("misc_laser_beam_end");
778 if(self.colormod == '0 0 0')
779 self.colormod = '1 0 0';
781 self.message = "saw the light";
782 self.think = misc_laser_think;
783 self.nextthink = time;
785 self.effects = EF_NODEPTHTEST;
786 self.SendEntity = laser_SendEntity;
789 self.model = "net_entity";
792 // tZorks trigger impulse / gravity
798 // targeted (directional) mode
799 void trigger_impulse_touch1()
805 // FIXME: Better checking for what to push and not.
806 if (other.classname != "player")
807 if (other.classname != "corpse")
808 if (other.classname != "body")
809 if (other.classname != "gib")
810 if (other.classname != "missile")
811 if (other.classname != "casing")
812 if (other.classname != "grenade")
813 if (other.classname != "plasma")
814 if (other.classname != "plasma_prim")
815 if (other.classname != "plasma_chain")
816 if (other.classname != "droppedweapon")
819 if (other.deadflag && other.classname == "player")
824 targ = find(world, targetname, self.target);
827 objerror("trigger_force without a (valid) .target!\n");
832 if(self.falloff == 1)
833 str = (str / self.radius) * self.strength;
834 else if(self.falloff == 2)
835 str = (1 - (str / self.radius)) * self.strength;
839 pushdeltatime = time - other.lastpushtime;
840 if (pushdeltatime > 0.15) pushdeltatime = 0;
841 other.lastpushtime = time;
842 if(!pushdeltatime) return;
844 other.velocity = other.velocity + normalize(targ.origin - self.origin) * self.strength * pushdeltatime;
847 // Directionless (accelerator/decelerator) mode
848 void trigger_impulse_touch2()
852 // FIXME: Better checking for what to push and not.
853 if (other.classname != "player")
854 if (other.classname != "corpse")
855 if (other.classname != "body")
856 if (other.classname != "gib")
857 if (other.classname != "missile")
858 if (other.classname != "casing")
859 if (other.classname != "grenade")
860 if (other.classname != "plasma")
861 if (other.classname != "plasma_prim")
862 if (other.classname != "plasma_chain")
863 if (other.classname != "droppedweapon")
866 if (other.deadflag && other.classname == "player")
871 pushdeltatime = time - other.lastpushtime;
872 if (pushdeltatime > 0.15) pushdeltatime = 0;
873 other.lastpushtime = time;
874 if(!pushdeltatime) return;
876 //if(self.strength > 1)
877 other.velocity = other.velocity * (self.strength * pushdeltatime);
879 // other.velocity = other.velocity - (other.velocity * self.strength * pushdeltatime);
882 // Spherical (gravity/repulsor) mode
883 void trigger_impulse_touch3()
888 // FIXME: Better checking for what to push and not.
889 if (other.classname != "player")
890 if (other.classname != "corpse")
891 if (other.classname != "body")
892 if (other.classname != "gib")
893 if (other.classname != "missile")
894 if (other.classname != "casing")
895 if (other.classname != "grenade")
896 if (other.classname != "plasma")
897 if (other.classname != "plasma_prim")
898 if (other.classname != "plasma_chain")
899 if (other.classname != "droppedweapon")
902 if (other.deadflag && other.classname == "player")
907 pushdeltatime = time - other.lastpushtime;
908 if (pushdeltatime > 0.15) pushdeltatime = 0;
909 other.lastpushtime = time;
910 if(!pushdeltatime) return;
912 setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
914 str = min(self.radius, vlen(self.origin - other.origin));
916 if(self.falloff == 1)
917 str = (1 - str / self.radius) * self.strength; // 1 in the inside
918 else if(self.falloff == 2)
919 str = (str / self.radius) * self.strength; // 0 in the inside
923 other.velocity = other.velocity + normalize(other.origin - self.origin) * str * pushdeltatime;
926 /*QUAKED spawnfunc_trigger_impulse (.5 .5 .5) ?
927 -------- KEYS --------
928 target : If this is set, this points to the spawnfunc_target_position to which the player will get pushed.
929 If not, this trigger acts like a damper/accelerator field.
931 strength : This is how mutch force to add in the direction of .target each second
932 when .target is set. If not, this is hoe mutch to slow down/accelerate
933 someting cought inside this trigger. (1=no change, 0,5 half speed rougthly each tic, 2 = doubble)
935 radius : If set, act as a spherical device rather then a liniar one.
937 falloff : 0 = none, 1 = liniar, 2 = inverted liniar
939 -------- NOTES --------
940 Use a brush textured with common/origin in the trigger entity to determine the origin of the force
941 in directional and sperical mode. For damper/accelerator mode this is not nessesary (and has no effect).
944 void spawnfunc_trigger_impulse()
949 if(!self.strength) self.strength = 2000;
950 setorigin(self, self.origin);
951 setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
952 self.touch = trigger_impulse_touch3;
958 if(!self.strength) self.strength = 950;
959 self.touch = trigger_impulse_touch1;
963 if(!self.strength) self.strength = 0.9;
964 self.touch = trigger_impulse_touch2;