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 if(self.wait && time < self.nextthink)
519 self.nextthink = time + self.wait; // extend the time
524 self.nextthink = time + self.wait; // toggle back after a delay
525 self.state = !self.state;
529 float pointparticles_think()
531 self.state = !self.state;
535 void spawnfunc_func_pointparticles()
538 setmodel(self, self.model);
540 precache_sound (self.noise);
542 self.effects = EF_NODEPTHTEST;
543 self.SendEntity = pointparticles_SendEntity;
546 self.modelindex = 4.2;
547 self.model = "net_entity";
549 self.cnt = particleeffectnum(self.mdl);
550 if(self.targetname != "")
552 self.use = pointparticles_use;
553 if(self.spawnflags & 1)
557 self.think = pointparticles_think;
563 void spawnfunc_func_sparks()
565 // self.cnt is the amount of sparks that one burst will spawn
567 self.cnt = 25.0; // nice default value
570 // self.wait is the probability that a sparkthink will spawn a spark shower
571 // range: 0 - 1, but 0 makes little sense, so...
572 if(self.wait < 0.05) {
573 self.wait = 0.25; // nice default value
576 self.count = self.cnt;
579 self.velocity = '0 0 -1';
580 self.mdl = "func_sparks";
581 self.impulse = 0.1 / self.wait;
584 spawnfunc_func_pointparticles();
589 self.nextthink = time + 0.1;
590 te_particlerain(self.absmin, self.absmax, self.dest, self.count, self.cnt);
591 // te_particlesnow(self.absmin, self.absmax, self.dest * 0.25, self.count, self.cnt);
592 // WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
593 // WriteByte (MSG_BROADCAST, TE_PARTICLERAIN);
594 // WriteVec (MSG_BROADCAST, self.absmin);
595 // WriteVec (MSG_BROADCAST, self.absmax);
596 // WriteVec (MSG_BROADCAST, self.dest);
597 // WriteShort (MSG_BROADCAST, self.count);
598 // WriteByte (MSG_BROADCAST, self.cnt);
601 /*QUAKED spawnfunc_func_rain (0 .5 .8) ?
602 This is an invisible area like a trigger, which rain falls inside of.
606 falling direction (should be something like '0 0 -700', use the X and Y velocity for wind)
608 sets color of rain (default 12 - white)
610 adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
612 void spawnfunc_func_rain()
614 self.dest = self.velocity;
615 self.velocity = '0 0 0';
617 self.dest = '0 0 -700';
618 self.angles = '0 0 0';
619 self.movetype = MOVETYPE_NONE;
620 self.solid = SOLID_NOT;
621 SetBrushEntityModel();
627 self.count = 0.1 * self.count * (self.size_x / 1024) * (self.size_y / 1024);
633 // convert from per second to per 0.1 sec,
634 self.count = ceil(self.count * 0.1);
635 self.think = rain_think;
636 self.nextthink = time + 0.5;
642 self.nextthink = time + 0.1 + random() * 0.05;
643 te_particlesnow(self.absmin, self.absmax, self.dest, self.count, self.cnt);
644 // WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
645 // WriteByte (MSG_BROADCAST, TE_PARTICLESNOW);
646 // WriteVec (MSG_BROADCAST, self.absmin);
647 // WriteVec (MSG_BROADCAST, self.absmax);
648 // WriteVec (MSG_BROADCAST, self.dest);
649 // WriteShort (MSG_BROADCAST, self.count);
650 // WriteByte (MSG_BROADCAST, self.cnt);
653 /*QUAKED spawnfunc_func_snow (0 .5 .8) ?
654 This is an invisible area like a trigger, which snow falls inside of.
658 falling direction (should be something like '0 0 -300', use the X and Y velocity for wind)
660 sets color of rain (default 12 - white)
662 adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
664 void spawnfunc_func_snow()
666 self.dest = self.velocity;
667 self.velocity = '0 0 0';
669 self.dest = '0 0 -300';
670 self.angles = '0 0 0';
671 self.movetype = MOVETYPE_NONE;
672 self.solid = SOLID_NOT;
673 SetBrushEntityModel();
679 self.count = 0.1 * self.count * (self.size_x / 1024) * (self.size_y / 1024);
685 // convert from per second to per 0.1 sec,
686 self.count = ceil(self.count * 0.1);
687 self.think = snow_think;
688 self.nextthink = time + 0.5;
692 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float deathtype);
693 void misc_laser_think()
698 self.enemy = find(world, targetname, self.target);
703 o = self.enemy.origin;
707 makevectors(self.angles);
708 o = self.origin + v_forward * MAX_SHOT_DISTANCE;
714 FireRailgunBullet(self.origin, o, 100000, 0, DEATH_HURTTRIGGER);
716 FireRailgunBullet(self.origin, o, self.dmg * frametime, 0, DEATH_HURTTRIGGER);
719 if(time > self.ltime)
721 traceline(self.origin, o, MOVE_WORLDONLY, self);
722 trailparticles(self, self.cnt, self.origin, trace_endpos);
723 pointparticles(self.lip, trace_endpos, trace_plane_normal, 256 * frametime);
724 self.ltime = time + self.wait;
726 self.nextthink = time;
728 /*QUAKED spawnfunc_misc_laser (.5 .5 .5) ?
729 Any object touching the beam will be hurt
732 spawnfunc_target_position where the laser ends
734 name of beam effect to use
736 damage per second (-1 for a laser that kills immediately)
738 delay between sending the particle effect
740 void spawnfunc_misc_laser()
744 self.cnt = particleeffectnum(self.mdl);
745 self.lip = particleeffectnum(strcat(self.mdl, "_end"));
749 self.cnt = particleeffectnum("misc_laser_beam");
750 self.lip = particleeffectnum("misc_laser_beam_end");
755 self.message = "saw the light";
756 self.think = misc_laser_think;
757 self.nextthink = time;
760 // tZorks trigger impulse / gravity
766 // targeted (directional) mode
767 void trigger_impulse_touch1()
773 // FIXME: Better checking for what to push and not.
774 if (other.classname != "player")
775 if (other.classname != "corpse")
776 if (other.classname != "body")
777 if (other.classname != "gib")
778 if (other.classname != "missile")
779 if (other.classname != "casing")
780 if (other.classname != "grenade")
781 if (other.classname != "plasma")
782 if (other.classname != "plasma_prim")
783 if (other.classname != "plasma_chain")
784 if (other.classname != "droppedweapon")
787 if (other.deadflag && other.classname == "player")
792 targ = find(world, targetname, self.target);
795 objerror("trigger_force without a (valid) .target!\n");
800 if(self.falloff == 1)
801 str = (str / self.radius) * self.strength;
802 else if(self.falloff == 2)
803 str = (1 - (str / self.radius)) * self.strength;
807 pushdeltatime = time - other.lastpushtime;
808 if (pushdeltatime > 0.15) pushdeltatime = 0;
809 other.lastpushtime = time;
810 if(!pushdeltatime) return;
812 other.velocity = other.velocity + normalize(targ.origin - self.origin) * self.strength * pushdeltatime;
815 // Directionless (accelerator/decelerator) mode
816 void trigger_impulse_touch2()
820 // FIXME: Better checking for what to push and not.
821 if (other.classname != "player")
822 if (other.classname != "corpse")
823 if (other.classname != "body")
824 if (other.classname != "gib")
825 if (other.classname != "missile")
826 if (other.classname != "casing")
827 if (other.classname != "grenade")
828 if (other.classname != "plasma")
829 if (other.classname != "plasma_prim")
830 if (other.classname != "plasma_chain")
831 if (other.classname != "droppedweapon")
834 if (other.deadflag && other.classname == "player")
839 pushdeltatime = time - other.lastpushtime;
840 if (pushdeltatime > 0.15) pushdeltatime = 0;
841 other.lastpushtime = time;
842 if(!pushdeltatime) return;
844 //if(self.strength > 1)
845 other.velocity = other.velocity * (self.strength * pushdeltatime);
847 // other.velocity = other.velocity - (other.velocity * self.strength * pushdeltatime);
850 // Spherical (gravity/repulsor) mode
851 void trigger_impulse_touch3()
856 // FIXME: Better checking for what to push and not.
857 if (other.classname != "player")
858 if (other.classname != "corpse")
859 if (other.classname != "body")
860 if (other.classname != "gib")
861 if (other.classname != "missile")
862 if (other.classname != "casing")
863 if (other.classname != "grenade")
864 if (other.classname != "plasma")
865 if (other.classname != "plasma_prim")
866 if (other.classname != "plasma_chain")
867 if (other.classname != "droppedweapon")
870 if (other.deadflag && other.classname == "player")
875 pushdeltatime = time - other.lastpushtime;
876 if (pushdeltatime > 0.15) pushdeltatime = 0;
877 other.lastpushtime = time;
878 if(!pushdeltatime) return;
880 setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
882 str = min(self.radius, vlen(self.origin - other.origin));
884 if(self.falloff == 1)
885 str = (1 - str / self.radius) * self.strength; // 1 in the inside
886 else if(self.falloff == 2)
887 str = (str / self.radius) * self.strength; // 0 in the inside
891 other.velocity = other.velocity + normalize(other.origin - self.origin) * str * pushdeltatime;
894 /*QUAKED spawnfunc_trigger_impulse (.5 .5 .5) ?
895 -------- KEYS --------
896 target : If this is set, this points to the spawnfunc_target_position to which the player will get pushed.
897 If not, this trigger acts like a damper/accelerator field.
899 strength : This is how mutch force to add in the direction of .target each second
900 when .target is set. If not, this is hoe mutch to slow down/accelerate
901 someting cought inside this trigger. (1=no change, 0,5 half speed rougthly each tic, 2 = doubble)
903 radius : If set, act as a spherical device rather then a liniar one.
905 falloff : 0 = none, 1 = liniar, 2 = inverted liniar
907 -------- NOTES --------
908 Use a brush textured with common/origin in the trigger entity to determine the origin of the force
909 in directional and sperical mode. For damper/accelerator mode this is not nessesary (and has no effect).
912 void spawnfunc_trigger_impulse()
917 if(!self.strength) self.strength = 2000;
918 setorigin(self, self.origin);
919 setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
920 self.touch = trigger_impulse_touch3;
926 if(!self.strength) self.strength = 950;
927 self.touch = trigger_impulse_touch1;
931 if(!self.strength) self.strength = 0.9;
932 self.touch = trigger_impulse_touch2;