📄 g_func.c
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return;
}
ent = G_PickTarget (self->target);
if (!ent)
{
gi.dprintf ("train_next: bad target %s\n", self->target);
return;
}
self->target = ent->target;
// check for a teleport path_corner
if (ent->spawnflags & 1)
{
if (!first)
{
gi.dprintf ("connected teleport path_corners, see %s at %s\n", ent->classname, vtos(ent->s.origin));
return;
}
first = false;
VectorSubtract (ent->s.origin, self->mins, self->s.origin);
VectorCopy (self->s.origin, self->s.old_origin);
self->s.event = EV_OTHER_TELEPORT;
gi.linkentity (self);
goto again;
}
self->moveinfo.wait = ent->wait;
self->target_ent = ent;
if (!(self->flags & FL_TEAMSLAVE))
{
if (self->moveinfo.sound_start)
gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
self->s.sound = self->moveinfo.sound_middle;
}
VectorSubtract (ent->s.origin, self->mins, dest);
self->moveinfo.state = STATE_TOP;
VectorCopy (self->s.origin, self->moveinfo.start_origin);
VectorCopy (dest, self->moveinfo.end_origin);
Move_Calc (self, dest, train_wait);
self->spawnflags |= TRAIN_START_ON;
}
void train_resume (edict_t *self)
{
edict_t *ent;
vec3_t dest;
ent = self->target_ent;
VectorSubtract (ent->s.origin, self->mins, dest);
self->moveinfo.state = STATE_TOP;
VectorCopy (self->s.origin, self->moveinfo.start_origin);
VectorCopy (dest, self->moveinfo.end_origin);
Move_Calc (self, dest, train_wait);
self->spawnflags |= TRAIN_START_ON;
}
void func_train_find (edict_t *self)
{
edict_t *ent;
if (!self->target)
{
gi.dprintf ("train_find: no target\n");
return;
}
ent = G_PickTarget (self->target);
if (!ent)
{
gi.dprintf ("train_find: target %s not found\n", self->target);
return;
}
self->target = ent->target;
VectorSubtract (ent->s.origin, self->mins, self->s.origin);
gi.linkentity (self);
// if not triggered, start immediately
if (!self->targetname)
self->spawnflags |= TRAIN_START_ON;
if (self->spawnflags & TRAIN_START_ON)
{
self->nextthink = level.time + FRAMETIME;
self->think = train_next;
self->activator = self;
}
}
void train_use (edict_t *self, edict_t *other, edict_t *activator)
{
self->activator = activator;
if (self->spawnflags & TRAIN_START_ON)
{
if (!(self->spawnflags & TRAIN_TOGGLE))
return;
self->spawnflags &= ~TRAIN_START_ON;
VectorClear (self->velocity);
self->nextthink = 0;
}
else
{
if (self->target_ent)
train_resume(self);
else
train_next(self);
}
}
void SP_func_train (edict_t *self)
{
self->movetype = MOVETYPE_PUSH;
VectorClear (self->s.angles);
self->blocked = train_blocked;
if (self->spawnflags & TRAIN_BLOCK_STOPS)
self->dmg = 0;
else
{
if (!self->dmg)
self->dmg = 100;
}
self->solid = SOLID_BSP;
gi.setmodel (self, self->model);
if (st.noise)
self->moveinfo.sound_middle = gi.soundindex (st.noise);
if (!self->speed)
self->speed = 100;
self->moveinfo.speed = self->speed;
self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed;
self->use = train_use;
gi.linkentity (self);
if (self->target)
{
// start trains on the second frame, to make sure their targets have had
// a chance to spawn
self->nextthink = level.time + FRAMETIME;
self->think = func_train_find;
}
else
{
gi.dprintf ("func_train without a target at %s\n", vtos(self->absmin));
}
}
/*QUAKED trigger_elevator (0.3 0.1 0.6) (-8 -8 -8) (8 8 8)
*/
void trigger_elevator_use (edict_t *self, edict_t *other, edict_t *activator)
{
edict_t *target;
if (self->movetarget->nextthink)
{
// gi.dprintf("elevator busy\n");
return;
}
if (!other->pathtarget)
{
gi.dprintf("elevator used with no pathtarget\n");
return;
}
target = G_PickTarget (other->pathtarget);
if (!target)
{
gi.dprintf("elevator used with bad pathtarget: %s\n", other->pathtarget);
return;
}
self->movetarget->target_ent = target;
train_resume (self->movetarget);
}
void trigger_elevator_init (edict_t *self)
{
if (!self->target)
{
gi.dprintf("trigger_elevator has no target\n");
return;
}
self->movetarget = G_PickTarget (self->target);
if (!self->movetarget)
{
gi.dprintf("trigger_elevator unable to find target %s\n", self->target);
return;
}
if (strcmp(self->movetarget->classname, "func_train") != 0)
{
gi.dprintf("trigger_elevator target %s is not a train\n", self->target);
return;
}
self->use = trigger_elevator_use;
self->svflags = SVF_NOCLIENT;
}
void SP_trigger_elevator (edict_t *self)
{
self->think = trigger_elevator_init;
self->nextthink = level.time + FRAMETIME;
}
/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
"wait" base time between triggering all targets, default is 1
"random" wait variance, default is 0
so, the basic time between firing is a random time between
(wait - random) and (wait + random)
"delay" delay before first firing when turned on, default is 0
"pausetime" additional delay used only the very first time
and only if spawned with START_ON
These can used but not touched.
*/
void func_timer_think (edict_t *self)
{
G_UseTargets (self, self->activator);
self->nextthink = level.time + self->wait + crandom() * self->random;
}
void func_timer_use (edict_t *self, edict_t *other, edict_t *activator)
{
self->activator = activator;
// if on, turn it off
if (self->nextthink)
{
self->nextthink = 0;
return;
}
// turn it on
if (self->delay)
self->nextthink = level.time + self->delay;
else
func_timer_think (self);
}
void SP_func_timer (edict_t *self)
{
if (!self->wait)
self->wait = 1.0;
self->use = func_timer_use;
self->think = func_timer_think;
if (self->random >= self->wait)
{
self->random = self->wait - FRAMETIME;
gi.dprintf("func_timer at %s has random >= wait\n", vtos(self->s.origin));
}
if (self->spawnflags & 1)
{
self->nextthink = level.time + 1.0 + st.pausetime + self->delay + self->wait + crandom() * self->random;
self->activator = self;
}
self->svflags = SVF_NOCLIENT;
}
/*QUAKED func_conveyor (0 .5 .8) ? START_ON TOGGLE
Conveyors are stationary brushes that move what's on them.
The brush should be have a surface with at least one current content enabled.
speed default 100
*/
void func_conveyor_use (edict_t *self, edict_t *other, edict_t *activator)
{
if (self->spawnflags & 1)
{
self->speed = 0;
self->spawnflags &= ~1;
}
else
{
self->speed = self->count;
self->spawnflags |= 1;
}
if (!(self->spawnflags & 2))
self->count = 0;
}
void SP_func_conveyor (edict_t *self)
{
if (!self->speed)
self->speed = 100;
if (!(self->spawnflags & 1))
{
self->count = self->speed;
self->speed = 0;
}
self->use = func_conveyor_use;
gi.setmodel (self, self->model);
self->solid = SOLID_BSP;
gi.linkentity (self);
}
/*QUAKED func_door_secret (0 .5 .8) ? always_shoot 1st_left 1st_down
A secret door. Slide back and then to the side.
open_once doors never closes
1st_left 1st move is left of arrow
1st_down 1st move is down from arrow
always_shoot door is shootebale even if targeted
"angle" determines the direction
"dmg" damage to inflic when blocked (default 2)
"wait" how long to hold in the open position (default 5, -1 means hold)
*/
#define SECRET_ALWAYS_SHOOT 1
#define SECRET_1ST_LEFT 2
#define SECRET_1ST_DOWN 4
void door_secret_move1 (edict_t *self);
void door_secret_move2 (edict_t *self);
void door_secret_move3 (edict_t *self);
void door_secret_move4 (edict_t *self);
void door_secret_move5 (edict_t *self);
void door_secret_move6 (edict_t *self);
void door_secret_done (edict_t *self);
void door_secret_use (edict_t *self, edict_t *other, edict_t *activator)
{
// make sure we're not already moving
if (!VectorCompare(self->s.origin, vec3_origin))
return;
Move_Calc (self, self->pos1, door_secret_move1);
door_use_areaportals (self, true);
}
void door_secret_move1 (edict_t *self)
{
self->nextthink = level.time + 1.0;
self->think = door_secret_move2;
}
void door_secret_move2 (edict_t *self)
{
Move_Calc (self, self->pos2, door_secret_move3);
}
void door_secret_move3 (edict_t *self)
{
if (self->wait == -1)
return;
self->nextthink = level.time + self->wait;
self->think = door_secret_move4;
}
void door_secret_move4 (edict_t *self)
{
Move_Calc (self, self->pos1, door_secret_move5);
}
void door_secret_move5 (edict_t *self)
{
self->nextthink = level.time + 1.0;
self->think = door_secret_move6;
}
void door_secret_move6 (edict_t *self)
{
Move_Calc (self, vec3_origin, door_secret_done);
}
void door_secret_done (edict_t *self)
{
if (!(self->targetname) || (self->spawnflags & SECRET_ALWAYS_SHOOT))
{
self->health = 0;
self->takedamage = DAMAGE_YES;
}
door_use_areaportals (self, false);
}
void door_secret_blocked (edict_t *self, edict_t *other)
{
if (!(other->svflags & SVF_MONSTER) && (!other->client) )
{
// give it a chance to go away on it's own terms (like gibs)
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
// if it's still there, nuke it
if (other)
BecomeExplosion1 (other);
return;
}
if (level.time < self->touch_debounce_time)
return;
self->touch_debounce_time = level.time + 0.5;
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
}
void door_secret_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
self->takedamage = DAMAGE_NO;
door_secret_use (self, attacker, attacker);
}
void SP_func_door_secret (edict_t *ent)
{
vec3_t forward, right, up;
float side;
float width;
float length;
ent->moveinfo.sound_start = gi.soundindex ("doors/dr1_strt.wav");
ent->moveinfo.sound_middle = gi.soundindex ("doors/dr1_mid.wav");
ent->moveinfo.sound_end = gi.soundindex ("doors/dr1_end.wav");
ent->movetype = MOVETYPE_PUSH;
ent->solid = SOLID_BSP;
gi.setmodel (ent, ent->model);
ent->blocked = door_secret_blocked;
ent->use = door_secret_use;
if (!(ent->targetname) || (ent->spawnflags & SECRET_ALWAYS_SHOOT))
{
ent->health = 0;
ent->takedamage = DAMAGE_YES;
ent->die = door_secret_die;
}
if (!ent->dmg)
ent->dmg = 2;
if (!ent->wait)
ent->wait = 5;
ent->moveinfo.accel =
ent->moveinfo.decel =
ent->moveinfo.speed = 50;
// calculate positions
AngleVectors (ent->s.angles, forward, right, up);
VectorClear (ent->s.angles);
side = 1.0 - (ent->spawnflags & SECRET_1ST_LEFT);
if (ent->spawnflags & SECRET_1ST_DOWN)
width = fabs(DotProduct(up, ent->size));
else
width = fabs(DotProduct(right, ent->size));
length = fabs(DotProduct(forward, ent->size));
if (ent->spawnflags & SECRET_1ST_DOWN)
VectorMA (ent->s.origin, -1 * width, up, ent->pos1);
else
VectorMA (ent->s.origin, side * width, right, ent->pos1);
VectorMA (ent->pos1, length, forward, ent->pos2);
if (ent->health)
{
ent->takedamage = DAMAGE_YES;
ent->die = door_killed;
ent->max_health = ent->health;
}
else if (ent->targetname && ent->message)
{
gi.soundindex ("misc/talk.wav");
ent->touch = door_touch;
}
ent->classname = "func_door";
gi.linkentity (ent);
}
/*QUAKED func_killbox (1 0 0) ?
Kills everything inside when fired, irrespective of protection.
*/
void use_killbox (edict_t *self, edict_t *other, edict_t *activator)
{
KillBox (self);
}
void SP_func_killbox (edict_t *ent)
{
gi.setmodel (ent, ent->model);
ent->use = use_killbox;
ent->svflags = SVF_NOCLIENT;
}
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