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