entity stemp, otemp, s, old; void() trigger_reactivate = { self.solid = SOLID_TRIGGER; }; //============================================================================= const float SPAWNFLAG_NOMESSAGE = 1; const float SPAWNFLAG_NOTOUCH = 1; // the wait time has passed, so set back up for another activation void() multi_wait = { if(self.max_health) { self.health = self.max_health; self.takedamage = DAMAGE_YES; self.solid = SOLID_BBOX; } }; // the trigger was just touched/killed/used // self.enemy should be set to the activator so it can be held through a delay // so wait for the delay time before firing void() multi_trigger = { if(self.nextthink > time) { return; // allready been triggered } if(self.classname == "trigger_secret") { if(self.enemy.classname != "player") { return; } found_secrets = found_secrets + 1; WriteByte(MSG_ALL, SVC_FOUNDSECRET); } if(self.noise) { sound(self, CHAN_VOICE, self.noise, 1, ATTN_NORM); } // don't trigger again until reset self.takedamage = DAMAGE_NO; activator = self.enemy; SUB_UseTargets(); if(self.wait > 0) { self.think = multi_wait; self.nextthink = time + self.wait; } else { // we can't just remove(self) here, because this is a touch function // called wheil C code is looping through area links... self.touch = SUB_Null; self.nextthink = time + 0.1; self.think = SUB_Remove; } }; void() multi_killed = { self.enemy = damage_attacker; multi_trigger(); }; void() multi_use = { self.enemy = activator; multi_trigger(); }; void() multi_touch = { if(other.classname != "player") { return; } // if the trigger has an angles field, check player's facing direction if(self.movedir != '0 0 0') { makevectors(other.angles); if(v_forward * self.movedir < 0) { return; // not facing the right way } } self.enemy = other; multi_trigger(); }; /*QUAKED trigger_multiple(.5 .5 .5) ? notouch 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. If "delay" is set, the trigger waits some time after activating before firing. "wait" : Seconds between triggerings. (.2 default) If notouch is set, the trigger is only fired by other entities, not by touching. NOTOUCH has been obsoleted by trigger_relay! sounds 1) secret 2) beep beep 3) large switch 4) set "message" to text string */ void() trigger_multiple = { if(self.sounds == 1) { precache_sound("misc/secret.wav"); self.noise = "misc/secret.wav"; } else if(self.sounds == 2) { precache_sound("misc/talk.wav"); self.noise = "misc/talk.wav"; } else if(self.sounds == 3) { precache_sound("misc/trigger1.wav"); self.noise = "misc/trigger1.wav"; } if(!self.wait) { self.wait = 0.2; } self.use = multi_use; InitTrigger(); if(self.health) { if(self.spawnflags & SPAWNFLAG_NOTOUCH) { objerror("health and notouch don't make sense\n"); } self.max_health = self.health; self.th_die = multi_killed; self.takedamage = DAMAGE_YES; self.solid = SOLID_BBOX; setorigin(self, self.origin); // make sure it links into the world } else { if(!(self.spawnflags & SPAWNFLAG_NOTOUCH)) { self.touch = multi_touch; } } }; /*QUAKED trigger_once(.5 .5 .5) ? notouch 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 "targetname". If "health" is set, the trigger must be killed to activate. If notouch is set, the trigger is only fired by other entities, not by touching. if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired. 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. sounds 1) secret 2) beep beep 3) large switch 4) set "message" to text string */ void() trigger_once = { self.wait = -1; trigger_multiple(); }; //============================================================================= /*QUAKED trigger_relay(.5 .5 .5) (-8 -8 -8) (8 8 8) This fixed size trigger cannot be touched, it can only be fired by other events. It can contain killtargets, targets, delays, and messages. */ void() trigger_relay = { self.use = SUB_UseTargets; }; //============================================================================= /*QUAKED trigger_secret(.5 .5 .5) ? secret counter trigger sounds 1) secret 2) beep beep 3) 4) set "message" to text string */ void() trigger_secret = { total_secrets = total_secrets + 1; self.wait = -1; if(!self.message) { self.message = "You found a secret area!"; } if(!self.sounds) { self.sounds = 1; } if(self.sounds == 1) { precache_sound("misc/secret.wav"); self.noise = "misc/secret.wav"; } else if(self.sounds == 2) { precache_sound("misc/talk.wav"); self.noise = "misc/talk.wav"; } trigger_multiple(); }; //============================================================================= void() counter_use = { local string junk; self.count = self.count - 1; if(self.count < 0) { return; } if(self.count != 0) { if(activator.classname == "player" && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0) { if(self.count >= 4) { centerprint(activator, "There are more to go..."); } else if(self.count == 3) { centerprint(activator, "Only 3 more to go..."); } else if(self.count == 2) { centerprint(activator, "Only 2 more to go..."); } else { centerprint(activator, "Only 1 more to go..."); } } return; } if(activator.classname == "player" && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0) { centerprint(activator, "Sequence completed!"); } self.enemy = activator; multi_trigger(); }; /*QUAKED trigger_counter(.5 .5 .5) ? nomessage Acts as an intermediary for an action that takes multiple inputs. If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished. After the counter has been triggered "count" times(default 2), it will fire all of it's targets and remove itself. */ void() trigger_counter = { self.wait = -1; if(!self.count) { self.count = 2; } self.use = counter_use; }; /* ============================================================================== TELEPORT TRIGGERS ============================================================================== */ const float PLAYER_ONLY = 1; const float SILENT = 2; void() play_teleport = { local float v; local string tmpstr; v = random() * 5; if(v < 1) { tmpstr = "misc/r_tele1.wav"; } else if(v < 2) { tmpstr = "misc/r_tele2.wav"; } else if(v < 3) { tmpstr = "misc/r_tele3.wav"; } else if(v < 4) { tmpstr = "misc/r_tele4.wav"; } else { tmpstr = "misc/r_tele5.wav"; } sound(self, CHAN_VOICE, tmpstr, 1, ATTN_NORM); remove(self); }; void(vector org) spawn_tfog = { s = spawn(); s.origin = org; s.nextthink = time + 0.2; s.think = play_teleport; WriteByte(MSG_BROADCAST, SVC_TEMPENTITY); WriteByte(MSG_BROADCAST, TE_TELEPORT); WriteCoord(MSG_BROADCAST, org_x); WriteCoord(MSG_BROADCAST, org_y); WriteCoord(MSG_BROADCAST, org_z); }; void() tdeath_touch = { if(other == self.owner) { return; } // frag anyone who teleports in on top of an invincible player if(other.classname == "player") { if(other.invincible_finished > time) { self.classname = "teledeath2"; } if(self.owner.classname != "player") { // other monsters explode themselves T_Damage(self.owner, self, self, 50000); return; } } if(other.health) { T_Damage(other, self, self, 50000); } }; void(vector org, entity death_owner) spawn_tdeath = { local entity death; death = spawn(); death.classname = "teledeath"; death.movetype = MOVETYPE_NONE; death.solid = SOLID_TRIGGER; death.angles = '0 0 0'; setsize(death, death_owner.mins - '1 1 1', death_owner.maxs + '1 1 1'); setorigin(death, org); death.touch = tdeath_touch; death.nextthink = time + 0.2; death.think = SUB_Remove; death.owner = death_owner; force_retouch = 2; // make sure even still objects get hit }; void() teleport_touch = { local entity t; local vector org; if(self.targetname) { if(self.nextthink < time) { return; // not fired yet } } if(self.spawnflags & PLAYER_ONLY) { if(other.classname != "player") { return; } } // only teleport living creatures if(other.health <= 0 || other.solid != SOLID_SLIDEBOX) { return; } SUB_UseTargets(); // put a tfog where the player was spawn_tfog(other.origin); t = find(world, targetname, self.target); if(!t) { objerror("couldn't find target"); } // spawn a tfog flash in front of the destination makevectors(t.mangle); org = t.origin + 32 * v_forward; spawn_tfog(org); spawn_tdeath(t.origin, other); // move the player and lock him down for a little while if(!other.health) { other.origin = t.origin; other.velocity = (v_forward * other.velocity_x) + (v_forward * other.velocity_y); return; } setorigin(other, t.origin); other.angles = t.mangle; if(other.classname == "player") { other.fixangle = 1; // turn this way immediately other.teleport_time = time + 0.7; if(other.flags & FL_ONGROUND) { other.flags = other.flags - FL_ONGROUND; } other.velocity = v_forward * 300; } other.flags = other.flags - other.flags & FL_ONGROUND; }; /*QUAKED info_teleport_destination(.5 .5 .5) (-8 -8 -8) (8 8 32) This is the destination marker for a teleporter. It should have a "targetname" field with the same value as a teleporter's "target" field. */ void() info_teleport_destination = { // this does nothing, just serves as a target spot self.mangle = self.angles; self.angles = '0 0 0'; self.model = ""; self.origin = self.origin + '0 0 27'; if(!self.targetname) { objerror("no targetname"); } }; void() teleport_use = { self.nextthink = time + 0.2; force_retouch = 2; // make sure even still objects get hit self.think = SUB_Null; }; /*QUAKED trigger_teleport(.5 .5 .5) ? PLAYER_ONLY SILENT Any object touching this will be transported to the corresponding info_teleport_destination entity. You must set the "target" field, and create an object with a "targetname" field that matches. If the trigger_teleport has a targetname, it will only teleport entities when it has been fired. */ void() trigger_teleport = { local vector o; InitTrigger(); self.touch = teleport_touch; // find the destination if(!self.target) { objerror("no target"); } self.use = teleport_use; if(!(self.spawnflags & SILENT)) { precache_sound("ambience/hum1.wav"); o = (self.mins + self.maxs) * 0.5; ambientsound(o, "ambience/hum1.wav", 0.5, ATTN_STATIC); } }; /* ============================================================================== trigger_setskill ============================================================================== */ void() trigger_skill_touch = { if(other.classname != "player") { return; } cvar_set("skill", self.message); }; /*QUAKED trigger_setskill(.5 .5 .5) ? sets skill level to the value of "message". Only used on start map. */ void() trigger_setskill = { InitTrigger(); self.touch = trigger_skill_touch; }; /* ============================================================================== ONLY REGISTERED TRIGGERS ============================================================================== */ void() trigger_onlyregistered_touch = { if(other.classname != "player") { return; } if(self.attack_finished > time) { return; } self.attack_finished = time + 2; if(cvar("registered")) { self.message = ""; SUB_UseTargets(); remove(self); } else { if(self.message != "") { centerprint(other, self.message); sound(other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM); } } }; /*QUAKED trigger_onlyregistered(.5 .5 .5) ? Only fires if playing the registered version, otherwise prints the message */ void() trigger_onlyregistered = { precache_sound("misc/talk.wav"); InitTrigger(); self.touch = trigger_onlyregistered_touch; }; //============================================================================ void() hurt_on = { self.solid = SOLID_TRIGGER; self.nextthink = -1; }; void() hurt_touch = { if(other.takedamage) { self.solid = SOLID_NOT; T_Damage(other, self, self, self.dmg); self.think = hurt_on; self.nextthink = time + 1; } return; }; /*QUAKED trigger_hurt(.5 .5 .5) ? Any object touching this will be hurt set dmg to damage amount defalt dmg = 5 */ void() trigger_hurt = { InitTrigger(); self.touch = hurt_touch; if(!self.dmg) { self.dmg = 5; } }; //============================================================================ const float PUSH_ONCE = 1; void() trigger_push_touch = { if(other.classname == "grenade") { other.velocity = self.speed * self.movedir * 10; } else if(other.health > 0) { other.velocity = self.speed * self.movedir * 10; if(other.classname == "player") { if(other.fly_sound < time) { other.fly_sound = time + 1.5; sound(other, CHAN_AUTO, "ambience/windfly.wav", 1, ATTN_NORM); } } } if(self.spawnflags & PUSH_ONCE) { remove(self); } }; /*QUAKED trigger_push(.5 .5 .5) ? PUSH_ONCE Pushes the player */ void() trigger_push = { InitTrigger(); precache_sound("ambience/windfly.wav"); self.touch = trigger_push_touch; if(!self.speed) { self.speed = 1000; } }; //============================================================================ void() trigger_monsterjump_touch = { if(other.flags & (FL_MONSTER | FL_FLY | FL_SWIM) != FL_MONSTER) { return; } // set XY even if not on ground, so the jump will clear lips other.velocity_x = self.movedir_x * self.speed; other.velocity_y = self.movedir_y * self.speed; if(!(other.flags & FL_ONGROUND)) { return; } other.flags = other.flags - FL_ONGROUND; other.velocity_z = self.height; }; /*QUAKED trigger_monsterjump(.5 .5 .5) ? Walking monsters that touch this will jump in the direction of the trigger's angle "speed" default to 200, the speed thrown forward "height" default to 200, the speed thrown upwards */ void() trigger_monsterjump = { if(!self.speed) { self.speed = 200; } if(!self.height) { self.height = 200; } if(self.angles == '0 0 0') { self.angles = '0 360 0'; } InitTrigger(); self.touch = trigger_monsterjump_touch; };