306 lines
5.9 KiB
Plaintext
306 lines
5.9 KiB
Plaintext
|
|
|
|
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;
|
|
};
|