super-coop/source/subs.qc

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void() SUB_Null = {};
void() SUB_Remove = {remove(self);};
/*
QuakeEd only writes a single float for angles(bad idea), so up and down are
just constant angles.
*/
void() SetMovedir = {
if(self.angles == '0 -1 0') {
self.movedir = '0 0 1';
} else if(self.angles == '0 -2 0') {
self.movedir = '0 0 -1';
} else {
makevectors(self.angles);
self.movedir = v_forward;
}
self.angles = '0 0 0';
};
/*
================
InitTrigger
================
*/
void() InitTrigger = {
// trigger angles are used for one-way touches. An angle of 0 is assumed
// to mean no restrictions, so use a yaw of 360 instead.
if(self.angles != '0 0 0') {
SetMovedir();
}
self.solid = SOLID_TRIGGER;
setmodel(self, self.model); // set size and link into world
self.movetype = MOVETYPE_NONE;
self.modelindex = 0;
self.model = "";
};
/*
=============
SUB_CalcMove
calculate self.velocity and self.nextthink to reach dest from
self.origin traveling at speed
===============
*/
void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt = {
local entity stemp;
stemp = self;
self = ent;
SUB_CalcMove(tdest, tspeed, func);
self = stemp;
};
void(vector tdest, float tspeed, void() func) SUB_CalcMove = {
local vector vdestdelta;
local float len, traveltime;
if(!tspeed) {
objerror("No speed is defined!");
}
self.think1 = func;
self.finaldest = tdest;
self.think = SUB_CalcMoveDone;
if(tdest == self.origin) {
self.velocity = '0 0 0';
self.nextthink = self.ltime + 0.1;
return;
}
// set destdelta to the vector needed to move
vdestdelta = tdest - self.origin;
// calculate length of vector
len = vlen(vdestdelta);
// divide by speed to get time to reach dest
traveltime = len / tspeed;
if(traveltime < 0.1) {
self.velocity = '0 0 0';
self.nextthink = self.ltime + 0.1;
return;
}
// set nextthink to trigger a think when dest is reached
self.nextthink = self.ltime + traveltime;
// scale the destdelta vector by the time spent traveling to get velocity
self.velocity = vdestdelta * (1 / traveltime); // qcc won't take vec/float
};
/*
============
After moving, set origin to exact final destination
============
*/
void() SUB_CalcMoveDone = {
setorigin(self, self.finaldest);
self.velocity = '0 0 0';
self.nextthink = -1;
if(self.think1) {
self.think1();
}
};
/*
=============
SUB_CalcAngleMove
calculate self.avelocity and self.nextthink to reach destangle from
self.angles rotating
The calling function should make sure self.think is valid
===============
*/
void(entity ent, vector destangle, float tspeed, void() func) SUB_CalcAngleMoveEnt = {
local entity stemp;
stemp = self;
self = ent;
SUB_CalcAngleMove(destangle, tspeed, func);
self = stemp;
};
void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove = {
local vector destdelta;
local float len, traveltime;
if(!tspeed) {
objerror("No speed is defined!");
}
// set destdelta to the vector needed to move
destdelta = destangle - self.angles;
// calculate length of vector
len = vlen(destdelta);
// divide by speed to get time to reach dest
traveltime = len / tspeed;
// set nextthink to trigger a think when dest is reached
self.nextthink = self.ltime + traveltime;
// scale the destdelta vector by the time spent traveling to get velocity
self.avelocity = destdelta * (1 / traveltime);
self.think1 = func;
self.finalangle = destangle;
self.think = SUB_CalcAngleMoveDone;
};
/*
============
After rotating, set angle to exact final angle
============
*/
void() SUB_CalcAngleMoveDone = {
self.angles = self.finalangle;
self.avelocity = '0 0 0';
self.nextthink = -1;
if(self.think1) {
self.think1();
}
};
//=============================================================================
void() DelayThink = {
activator = self.enemy;
SUB_UseTargets();
remove(self);
};
/*
==============================
SUB_UseTargets
the global "activator" should be set to the entity that initiated the firing.
If self.delay is set, a DelayedUse entity will be created that will actually
do the SUB_UseTargets after that many seconds have passed.
Centerprints any self.message to the activator.
Removes all entities with a targetname that match self.killtarget,
and removes them, so some events can remove other triggers.
Search for(string)targetname in all entities that
match(string)self.target and call their .use function
==============================
*/
void() SUB_UseTargets = {
local entity t, stemp, otemp, act;
//
// check for a delay
//
if(self.delay) {
// create a temp object to fire at a later time
t = spawn();
t.classname = "DelayedUse";
t.nextthink = time + self.delay;
t.think = DelayThink;
t.enemy = activator;
t.message = self.message;
t.killtarget = self.killtarget;
t.target = self.target;
return;
}
//
// print the message
//
if(activator.classname == "player" && self.message != "") {
centerprint(activator, self.message);
if(!self.noise) {
sound(activator, CHAN_VOICE, "misc/talk.wav", 1, ATTN_NORM);
}
}
//
// kill the killtagets
//
if(self.killtarget) {
t = world;
do {
t = find(t, targetname, self.killtarget);
if(!t) {
return;
}
remove(t);
} while(1);
}
//
// fire targets
//
if(self.target) {
act = activator;
t = world;
do {
t = find(t, targetname, self.target);
if(!t) {
return;
}
stemp = self;
otemp = other;
self = t;
other = stemp;
if(self.use != SUB_Null) {
if(self.use) {
self.use();
}
}
self = stemp;
other = otemp;
activator = act;
} while(1);
}
};
/*
in nightmare mode, all attack_finished times become 0
some monsters refire twice automatically
*/
void(float normal) SUB_AttackFinished = {
self.cnt = 0; // refire count for nightmare
if(skill != 3) {
self.attack_finished = time + normal;
}
};
float(entity targ) visible;
void(void() thinkst) SUB_CheckRefire = {
if(skill != 3) {
return;
}
if(self.cnt == 1) {
return;
}
if(!visible(self.enemy)) {
return;
}
self.cnt = 1;
self.think = thinkst;
};