ref: c7c68fb9f3355063dbb6091bfe71f276cc43743d
dir: /crbot/g_func.c/
#include <u.h> #include <libc.h> #include <stdio.h> #include "../dat.h" #include "../fns.h" /* ========================================================= PLATS movement options: linear smooth start, hard stop smooth start, smooth stop start end acceleration speed deceleration begin sound end sound target fired when reaching end wait at end object characteristics that use move segments --------------------------------------------- movetype_push, or movetype_stop action when touched action when blocked action when used disabled? auto trigger spawning ========================================================= */ #define PLAT_LOW_TRIGGER 1 #define STATE_TOP 0 #define STATE_BOTTOM 1 #define STATE_UP 2 #define STATE_DOWN 3 #define DOOR_START_OPEN 1 #define DOOR_REVERSE 2 #define DOOR_CRUSHER 4 #define DOOR_NOMONSTER 8 #define DOOR_TOGGLE 32 #define DOOR_X_AXIS 64 #define DOOR_Y_AXIS 128 // // Support routines for movement (changes in origin using velocity) // void Move_Done (edict_t *ent) { VectorClear (ent->velocity); ent->moveinfo.endfunc (ent); } void Move_Final (edict_t *ent) { if (ent->moveinfo.remaining_distance == 0) { Move_Done (ent); return; } VectorScale (ent->moveinfo.dir, ent->moveinfo.remaining_distance / FRAMETIME, ent->velocity); ent->think = Move_Done; ent->nextthink = level.time + FRAMETIME; } void Move_Begin (edict_t *ent) { float frames; if ((ent->moveinfo.speed * FRAMETIME) >= ent->moveinfo.remaining_distance) { Move_Final (ent); return; } VectorScale (ent->moveinfo.dir, ent->moveinfo.speed, ent->velocity); frames = floor((ent->moveinfo.remaining_distance / ent->moveinfo.speed) / FRAMETIME); ent->moveinfo.remaining_distance -= frames * ent->moveinfo.speed * FRAMETIME; ent->nextthink = level.time + (frames * FRAMETIME); ent->think = Move_Final; } void Think_AccelMove (edict_t *ent); void Move_Calc (edict_t *ent, vec3_t dest, void(*func)(edict_t*)) { VectorClear (ent->velocity); VectorSubtract (dest, ent->s.origin, ent->moveinfo.dir); ent->moveinfo.remaining_distance = VectorNormalize (ent->moveinfo.dir); ent->moveinfo.endfunc = func; if (ent->moveinfo.speed == ent->moveinfo.accel && ent->moveinfo.speed == ent->moveinfo.decel) { if (level.current_entity == ((ent->flags & FL_TEAMSLAVE) ? ent->teammaster : ent)) { Move_Begin (ent); } else { ent->nextthink = level.time + FRAMETIME; ent->think = Move_Begin; } } else { // accelerative ent->moveinfo.current_speed = 0; ent->think = Think_AccelMove; ent->nextthink = level.time + FRAMETIME; } } // // Support routines for angular movement (changes in angle using avelocity) // void AngleMove_Done (edict_t *ent) { VectorClear (ent->avelocity); ent->moveinfo.endfunc (ent); } void AngleMove_Final (edict_t *ent) { vec3_t move; if (ent->moveinfo.state == STATE_UP) VectorSubtract (ent->moveinfo.end_angles, ent->s.angles, move); else VectorSubtract (ent->moveinfo.start_angles, ent->s.angles, move); if (VectorCompare (move, vec3_origin)) { AngleMove_Done (ent); return; } VectorScale (move, 1.0/FRAMETIME, ent->avelocity); ent->think = AngleMove_Done; ent->nextthink = level.time + FRAMETIME; } void AngleMove_Begin (edict_t *ent) { vec3_t destdelta; float len; float traveltime; float frames; // set destdelta to the vector needed to move if (ent->moveinfo.state == STATE_UP) VectorSubtract (ent->moveinfo.end_angles, ent->s.angles, destdelta); else VectorSubtract (ent->moveinfo.start_angles, ent->s.angles, destdelta); // calculate length of vector len = VectorLength (destdelta); // divide by speed to get time to reach dest traveltime = len / ent->moveinfo.speed; if (traveltime < FRAMETIME) { AngleMove_Final (ent); return; } frames = floor(traveltime / FRAMETIME); // scale the destdelta vector by the time spent traveling to get velocity VectorScale (destdelta, 1.0 / traveltime, ent->avelocity); // set nextthink to trigger a think when dest is reached ent->nextthink = level.time + frames * FRAMETIME; ent->think = AngleMove_Final; } void AngleMove_Calc (edict_t *ent, void(*func)(edict_t*)) { VectorClear (ent->avelocity); ent->moveinfo.endfunc = func; if (level.current_entity == ((ent->flags & FL_TEAMSLAVE) ? ent->teammaster : ent)) { AngleMove_Begin (ent); } else { ent->nextthink = level.time + FRAMETIME; ent->think = AngleMove_Begin; } } /* ============== Think_AccelMove The team has completed a frame of movement, so change the speed for the next frame ============== */ #define AccelerationDistance(target, rate) (target * ((target / rate) + 1) / 2) void plat_CalcAcceleratedMove(moveinfo_t *moveinfo) { float accel_dist; float decel_dist; moveinfo->move_speed = moveinfo->speed; if (moveinfo->remaining_distance < moveinfo->accel) { moveinfo->current_speed = moveinfo->remaining_distance; return; } accel_dist = AccelerationDistance (moveinfo->speed, moveinfo->accel); decel_dist = AccelerationDistance (moveinfo->speed, moveinfo->decel); if ((moveinfo->remaining_distance - accel_dist - decel_dist) < 0) { float f; f = (moveinfo->accel + moveinfo->decel) / (moveinfo->accel * moveinfo->decel); moveinfo->move_speed = (-2 + sqrt(4 - 4 * f * (-2 * moveinfo->remaining_distance))) / (2 * f); decel_dist = AccelerationDistance (moveinfo->move_speed, moveinfo->decel); } moveinfo->decel_distance = decel_dist; }; void plat_Accelerate (moveinfo_t *moveinfo) { // are we decelerating? if (moveinfo->remaining_distance <= moveinfo->decel_distance) { if (moveinfo->remaining_distance < moveinfo->decel_distance) { if (moveinfo->next_speed) { moveinfo->current_speed = moveinfo->next_speed; moveinfo->next_speed = 0; return; } if (moveinfo->current_speed > moveinfo->decel) moveinfo->current_speed -= moveinfo->decel; } return; } // are we at full speed and need to start decelerating during this move? if (moveinfo->current_speed == moveinfo->move_speed) if ((moveinfo->remaining_distance - moveinfo->current_speed) < moveinfo->decel_distance) { float p1_distance; float p2_distance; float distance; p1_distance = moveinfo->remaining_distance - moveinfo->decel_distance; p2_distance = moveinfo->move_speed * (1.0 - (p1_distance / moveinfo->move_speed)); distance = p1_distance + p2_distance; moveinfo->current_speed = moveinfo->move_speed; moveinfo->next_speed = moveinfo->move_speed - moveinfo->decel * (p2_distance / distance); return; } // are we accelerating? if (moveinfo->current_speed < moveinfo->speed) { float old_speed; float p1_distance; float p1_speed; float p2_distance; float distance; old_speed = moveinfo->current_speed; // figure simple acceleration up to move_speed moveinfo->current_speed += moveinfo->accel; if (moveinfo->current_speed > moveinfo->speed) moveinfo->current_speed = moveinfo->speed; // are we accelerating throughout this entire move? if ((moveinfo->remaining_distance - moveinfo->current_speed) >= moveinfo->decel_distance) return; // during this move we will accelrate from current_speed to move_speed // and cross over the decel_distance; figure the average speed for the // entire move p1_distance = moveinfo->remaining_distance - moveinfo->decel_distance; p1_speed = (old_speed + moveinfo->move_speed) / 2.0; p2_distance = moveinfo->move_speed * (1.0 - (p1_distance / p1_speed)); distance = p1_distance + p2_distance; moveinfo->current_speed = (p1_speed * (p1_distance / distance)) + (moveinfo->move_speed * (p2_distance / distance)); moveinfo->next_speed = moveinfo->move_speed - moveinfo->decel * (p2_distance / distance); return; } // we are at constant velocity (move_speed) return; }; void Think_AccelMove (edict_t *ent) { ent->moveinfo.remaining_distance -= ent->moveinfo.current_speed; if (ent->moveinfo.current_speed == 0) // starting or blocked plat_CalcAcceleratedMove(&ent->moveinfo); plat_Accelerate (&ent->moveinfo); // will the entire move complete on next frame? if (ent->moveinfo.remaining_distance <= ent->moveinfo.current_speed) { Move_Final (ent); return; } VectorScale (ent->moveinfo.dir, ent->moveinfo.current_speed*10, ent->velocity); ent->nextthink = level.time + FRAMETIME; ent->think = Think_AccelMove; } void plat_go_down (edict_t *ent); void plat_hit_top (edict_t *ent) { if (!(ent->flags & FL_TEAMSLAVE)) { if (ent->moveinfo.sound_end) gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_end, 1, ATTN_STATIC, 0); ent->s.sound = 0; } ent->moveinfo.state = STATE_TOP; ent->think = plat_go_down; ent->nextthink = level.time + 3; } void plat_hit_bottom (edict_t *ent) { if (!(ent->flags & FL_TEAMSLAVE)) { if (ent->moveinfo.sound_end) gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_end, 1, ATTN_STATIC, 0); ent->s.sound = 0; } ent->moveinfo.state = STATE_BOTTOM; } void plat_go_down (edict_t *ent) { if (!(ent->flags & FL_TEAMSLAVE)) { if (ent->moveinfo.sound_start) gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_start, 1, ATTN_STATIC, 0); ent->s.sound = ent->moveinfo.sound_middle; } ent->moveinfo.state = STATE_DOWN; Move_Calc (ent, ent->moveinfo.end_origin, plat_hit_bottom); } void plat_go_up (edict_t *ent) { if (!(ent->flags & FL_TEAMSLAVE)) { if (ent->moveinfo.sound_start) gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_start, 1, ATTN_STATIC, 0); ent->s.sound = ent->moveinfo.sound_middle; } ent->moveinfo.state = STATE_UP; Move_Calc (ent, ent->moveinfo.start_origin, plat_hit_top); } void plat_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; } T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH); if (self->moveinfo.state == STATE_UP) plat_go_down (self); else if (self->moveinfo.state == STATE_DOWN) plat_go_up (self); } void Use_Plat (edict_t *ent, edict_t *, edict_t *) { if (ent->think) return; // already down plat_go_down (ent); } void Touch_Plat_Center (edict_t *ent, edict_t *other, cplane_t *, csurface_t *) { if (!other->client) return; if (other->health <= 0) return; ent = ent->enemy; // now point at the plat, not the trigger if (ent->moveinfo.state == STATE_BOTTOM) plat_go_up (ent); else if (ent->moveinfo.state == STATE_TOP) ent->nextthink = level.time + 1; // the player is still on the plat, so delay going down } void plat_spawn_inside_trigger (edict_t *ent) { edict_t *trigger; vec3_t tmin, tmax; // // middle trigger // trigger = G_Spawn(); trigger->touch = Touch_Plat_Center; trigger->movetype = MOVETYPE_NONE; trigger->solid = SOLID_TRIGGER; trigger->enemy = ent; trigger->classname = "plat trigger"; tmin[0] = ent->mins[0] + 25; tmin[1] = ent->mins[1] + 25; tmin[2] = ent->mins[2]; tmax[0] = ent->maxs[0] - 25; tmax[1] = ent->maxs[1] - 25; tmax[2] = ent->maxs[2] + 8; tmin[2] = tmax[2] - (ent->pos1[2] - ent->pos2[2] + st.lip); if (ent->spawnflags & PLAT_LOW_TRIGGER) tmax[2] = tmin[2] + 8; if (tmax[0] - tmin[0] <= 0) { tmin[0] = (ent->mins[0] + ent->maxs[0]) *0.5; tmax[0] = tmin[0] + 1; } if (tmax[1] - tmin[1] <= 0) { tmin[1] = (ent->mins[1] + ent->maxs[1]) *0.5; tmax[1] = tmin[1] + 1; } VectorCopy (tmin, trigger->mins); VectorCopy (tmax, trigger->maxs); gi.linkentity (trigger); } /*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER speed default 150 Plats are always drawn in the extended position, so they will light correctly. If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is trigger, when it will lower and become a normal plat. "speed" overrides default 200. "accel" overrides default 500 "lip" overrides default 8 pixel lip If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determoveinfoned by the model's height. Set "sounds" to one of the following: 1) base fast 2) chain slow */ void SP_func_plat (edict_t *ent) { VectorClear (ent->s.angles); ent->solid = SOLID_BSP; ent->movetype = MOVETYPE_PUSH; gi.setmodel (ent, ent->model); ent->blocked = plat_blocked; if (!ent->speed) ent->speed = 20; else ent->speed *= 0.1; if (!ent->accel) ent->accel = 5; else ent->accel *= 0.1; if (!ent->decel) ent->decel = 5; else ent->decel *= 0.1; if (!ent->dmg) ent->dmg = 2; if (!st.lip) st.lip = 8; // pos1 is the top position, pos2 is the bottom VectorCopy (ent->s.origin, ent->pos1); VectorCopy (ent->s.origin, ent->pos2); if (st.height) ent->pos2[2] -= st.height; else ent->pos2[2] -= (ent->maxs[2] - ent->mins[2]) - st.lip; ent->use = Use_Plat; plat_spawn_inside_trigger (ent); // the "start moving" trigger if (ent->targetname) { ent->moveinfo.state = STATE_UP; } else { VectorCopy (ent->pos2, ent->s.origin); gi.linkentity (ent); ent->moveinfo.state = STATE_BOTTOM; } ent->moveinfo.speed = ent->speed; ent->moveinfo.accel = ent->accel; ent->moveinfo.decel = ent->decel; ent->moveinfo.wait = ent->wait; VectorCopy (ent->pos1, ent->moveinfo.start_origin); VectorCopy (ent->s.angles, ent->moveinfo.start_angles); VectorCopy (ent->pos2, ent->moveinfo.end_origin); VectorCopy (ent->s.angles, ent->moveinfo.end_angles); ent->moveinfo.sound_start = gi.soundindex ("plats/pt1_strt.wav"); ent->moveinfo.sound_middle = gi.soundindex ("plats/pt1_mid.wav"); ent->moveinfo.sound_end = gi.soundindex ("plats/pt1_end.wav"); } //==================================================================== /*QUAKED func_rotating (0 .5 .8) ? START_ON REVERSE X_AXIS Y_AXIS TOUCH_PAIN STOP ANIMATED ANIMATED_FAST You need to have an origin brush as part of this entity. The center of that brush will be the point around which it is rotated. It will rotate around the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. "speed" determines how fast it moves; default value is 100. "dmg" damage to inflict when blocked (2 default) REVERSE will cause the it to rotate in the opposite direction. STOP mean it will stop moving instead of pushing entities */ void rotating_blocked (edict_t *self, edict_t *other) { T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH); } void rotating_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *) { if (self->avelocity[0] || self->avelocity[1] || self->avelocity[2]) T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH); } void rotating_use (edict_t *self, edict_t *, edict_t *) { if (!VectorCompare (self->avelocity, vec3_origin)) { self->s.sound = 0; VectorClear (self->avelocity); self->touch = NULL; } else { self->s.sound = self->moveinfo.sound_middle; VectorScale (self->movedir, self->speed, self->avelocity); if (self->spawnflags & 16) self->touch = rotating_touch; } } void SP_func_rotating (edict_t *ent) { ent->solid = SOLID_BSP; if (ent->spawnflags & 32) ent->movetype = MOVETYPE_STOP; else ent->movetype = MOVETYPE_PUSH; // set the axis of rotation VectorClear(ent->movedir); if (ent->spawnflags & 4) ent->movedir[2] = 1.0; else if (ent->spawnflags & 8) ent->movedir[0] = 1.0; else // Z_AXIS ent->movedir[1] = 1.0; // check for reverse rotation if (ent->spawnflags & 2) VectorNegate (ent->movedir, ent->movedir); if (!ent->speed) ent->speed = 100; if (!ent->dmg) ent->dmg = 2; // ent->moveinfo.sound_middle = "doors/hydro1.wav"; ent->use = rotating_use; if (ent->dmg) ent->blocked = rotating_blocked; if (ent->spawnflags & 1) ent->use (ent, NULL, NULL); if (ent->spawnflags & 64) ent->s.effects |= EF_ANIM_ALL; if (ent->spawnflags & 128) ent->s.effects |= EF_ANIM_ALLFAST; gi.setmodel (ent, ent->model); gi.linkentity (ent); } /* ====================================================================== BUTTONS ====================================================================== */ /*QUAKED func_button (0 .5 .8) ? When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again. "angle" determines the opening direction "target" all entities with a matching targetname will be used "speed" override the default 40 speed "wait" override the default 1 second wait (-1 = never return) "lip" override the default 4 pixel lip remaining at end of move "health" if set, the button must be killed instead of touched "sounds" 1) silent 2) steam metal 3) wooden clunk 4) metallic click 5) in-out */ void button_done (edict_t *self) { self->moveinfo.state = STATE_BOTTOM; self->s.effects &= ~EF_ANIM23; self->s.effects |= EF_ANIM01; } void button_return (edict_t *self) { self->moveinfo.state = STATE_DOWN; Move_Calc (self, self->moveinfo.start_origin, button_done); self->s.frame = 0; if (self->health) self->takedamage = DAMAGE_YES; } void button_wait (edict_t *self) { self->moveinfo.state = STATE_TOP; self->s.effects &= ~EF_ANIM01; self->s.effects |= EF_ANIM23; G_UseTargets (self, self->activator); self->s.frame = 1; if (self->moveinfo.wait >= 0) { self->nextthink = level.time + self->moveinfo.wait; self->think = button_return; } } void button_fire (edict_t *self) { if (self->moveinfo.state == STATE_UP || self->moveinfo.state == STATE_TOP) return; self->moveinfo.state = STATE_UP; if (self->moveinfo.sound_start && !(self->flags & FL_TEAMSLAVE)) gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0); Move_Calc (self, self->moveinfo.end_origin, button_wait); } void button_use (edict_t *self, edict_t *, edict_t *activator) { self->activator = activator; button_fire (self); } void button_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *) { if (!other->client) return; if (other->health <= 0) return; self->activator = other; button_fire (self); } void button_killed (edict_t *self, edict_t *, edict_t *attacker, int, vec3_t) { self->activator = attacker; self->health = self->max_health; self->takedamage = DAMAGE_NO; button_fire (self); } void SP_func_button (edict_t *ent) { vec3_t abs_movedir; float dist; G_SetMovedir (ent->s.angles, ent->movedir); ent->movetype = MOVETYPE_STOP; ent->solid = SOLID_BSP; gi.setmodel (ent, ent->model); if (ent->sounds != 1) ent->moveinfo.sound_start = gi.soundindex ("switches/butn2.wav"); if (!ent->speed) ent->speed = 40; if (!ent->accel) ent->accel = ent->speed; if (!ent->decel) ent->decel = ent->speed; if (!ent->wait) ent->wait = 3; if (!st.lip) st.lip = 4; VectorCopy (ent->s.origin, ent->pos1); abs_movedir[0] = fabs(ent->movedir[0]); abs_movedir[1] = fabs(ent->movedir[1]); abs_movedir[2] = fabs(ent->movedir[2]); dist = abs_movedir[0] * ent->size[0] + abs_movedir[1] * ent->size[1] + abs_movedir[2] * ent->size[2] - st.lip; VectorMA (ent->pos1, dist, ent->movedir, ent->pos2); ent->use = button_use; ent->s.effects |= EF_ANIM01; if (ent->health) { ent->max_health = ent->health; ent->die = button_killed; ent->takedamage = DAMAGE_YES; } else if (! ent->targetname) ent->touch = button_touch; ent->moveinfo.state = STATE_BOTTOM; ent->moveinfo.speed = ent->speed; ent->moveinfo.accel = ent->accel; ent->moveinfo.decel = ent->decel; ent->moveinfo.wait = ent->wait; VectorCopy (ent->pos1, ent->moveinfo.start_origin); VectorCopy (ent->s.angles, ent->moveinfo.start_angles); VectorCopy (ent->pos2, ent->moveinfo.end_origin); VectorCopy (ent->s.angles, ent->moveinfo.end_angles); gi.linkentity (ent); } /* ====================================================================== DOORS spawn a trigger surrounding the entire team unless it is allready targeted by another ====================================================================== */ /*QUAKED func_door (0 .5 .8) ? START_OPEN x CRUSHER NOMONSTER ANIMATED TOGGLE ANIMATED_FAST TOGGLE wait in both the start and end states for a trigger event. START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors). NOMONSTER monsters will not trigger this door "message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet "angle" determines the opening direction "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door. "health" if set, door must be shot open "speed" movement speed (100 default) "wait" wait before returning (3 default, -1 = never return) "lip" lip remaining at end of move (8 default) "dmg" damage to inflict when blocked (2 default) "sounds" 1) silent 2) light 3) medium 4) heavy */ void door_use_areaportals (edict_t *self, qboolean open) { edict_t *t = NULL; if (!self->target) return; while ((t = G_Find (t, FOFS(targetname), self->target))) { if (cistrcmp(t->classname, "func_areaportal") == 0) { gi.SetAreaPortalState (t->style, open); } } } void door_go_down (edict_t *self); void door_hit_top (edict_t *self) { if (!(self->flags & FL_TEAMSLAVE)) { if (self->moveinfo.sound_end) gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0); self->s.sound = 0; } self->moveinfo.state = STATE_TOP; if (self->spawnflags & DOOR_TOGGLE) return; if (self->moveinfo.wait >= 0) { self->think = door_go_down; self->nextthink = level.time + self->moveinfo.wait; } } void door_hit_bottom (edict_t *self) { if (!(self->flags & FL_TEAMSLAVE)) { if (self->moveinfo.sound_end) gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0); self->s.sound = 0; } self->moveinfo.state = STATE_BOTTOM; door_use_areaportals (self, false); } void door_go_down (edict_t *self) { 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; } if (self->max_health) { self->takedamage = DAMAGE_YES; self->health = self->max_health; } self->moveinfo.state = STATE_DOWN; if (strcmp(self->classname, "func_door") == 0) Move_Calc (self, self->moveinfo.start_origin, door_hit_bottom); else if (strcmp(self->classname, "func_door_rotating") == 0) AngleMove_Calc (self, door_hit_bottom); } void door_go_up (edict_t *self, edict_t *activator) { if (self->moveinfo.state == STATE_UP) return; // already going up if (self->moveinfo.state == STATE_TOP) { // reset top wait time if (self->moveinfo.wait >= 0) self->nextthink = level.time + self->moveinfo.wait; return; } 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; } self->moveinfo.state = STATE_UP; if (strcmp(self->classname, "func_door") == 0) Move_Calc (self, self->moveinfo.end_origin, door_hit_top); else if (strcmp(self->classname, "func_door_rotating") == 0) AngleMove_Calc (self, door_hit_top); G_UseTargets (self, activator); door_use_areaportals (self, true); } void door_use (edict_t *self, edict_t *, edict_t *activator) { edict_t *ent; if (self->flags & FL_TEAMSLAVE) return; if (self->spawnflags & DOOR_TOGGLE) { if (self->moveinfo.state == STATE_UP || self->moveinfo.state == STATE_TOP) { // trigger all paired doors for (ent = self ; ent ; ent = ent->teamchain) { ent->message = NULL; ent->touch = NULL; door_go_down (ent); } return; } } // trigger all paired doors for (ent = self ; ent ; ent = ent->teamchain) { ent->message = NULL; ent->touch = NULL; door_go_up (ent, activator); } }; void Touch_DoorTrigger (edict_t *self, edict_t *other, cplane_t *, csurface_t *) { if (other->health <= 0) return; if (!(other->svflags & SVF_MONSTER) && (!other->client)) return; if ((self->owner->spawnflags & DOOR_NOMONSTER) && (other->svflags & SVF_MONSTER)) return; if (level.time < self->touch_debounce_time) return; self->touch_debounce_time = level.time + 1.0; door_use (self->owner, other, other); } void Think_CalcMoveSpeed (edict_t *self) { edict_t *ent; float min; float time; float newspeed; float ratio; float dist; if (self->flags & FL_TEAMSLAVE) return; // only the team master does this // find the smallest distance any member of the team will be moving min = fabs(self->moveinfo.distance); for (ent = self->teamchain; ent; ent = ent->teamchain) { dist = fabs(ent->moveinfo.distance); if (dist < min) min = dist; } time = min / self->moveinfo.speed; // adjust speeds so they will all complete at the same time for (ent = self; ent; ent = ent->teamchain) { newspeed = fabs(ent->moveinfo.distance) / time; ratio = newspeed / ent->moveinfo.speed; if (ent->moveinfo.accel == ent->moveinfo.speed) ent->moveinfo.accel = newspeed; else ent->moveinfo.accel *= ratio; if (ent->moveinfo.decel == ent->moveinfo.speed) ent->moveinfo.decel = newspeed; else ent->moveinfo.decel *= ratio; ent->moveinfo.speed = newspeed; } } void Think_SpawnDoorTrigger (edict_t *ent) { edict_t *other; vec3_t mins, maxs; if (ent->flags & FL_TEAMSLAVE) return; // only the team leader spawns a trigger VectorCopy (ent->absmin, mins); VectorCopy (ent->absmax, maxs); for (other = ent->teamchain ; other ; other=other->teamchain) { AddPointToBounds (other->absmin, mins, maxs); AddPointToBounds (other->absmax, mins, maxs); } // expand mins[0] -= 60; mins[1] -= 60; maxs[0] += 60; maxs[1] += 60; other = G_Spawn (); VectorCopy (mins, other->mins); VectorCopy (maxs, other->maxs); other->owner = ent; other->solid = SOLID_TRIGGER; other->movetype = MOVETYPE_NONE; other->touch = Touch_DoorTrigger; other->classname = "door trigger"; gi.linkentity (other); if (ent->spawnflags & DOOR_START_OPEN) door_use_areaportals (ent, true); Think_CalcMoveSpeed (ent); } void door_blocked (edict_t *self, edict_t *other) { edict_t *ent; 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; } T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH); if (self->spawnflags & DOOR_CRUSHER) return; // if a door has a negative wait, it would never come back if blocked, // so let it just squash the object to death real fast if (self->moveinfo.wait >= 0) { if (self->moveinfo.state == STATE_DOWN) { for (ent = self->teammaster ; ent ; ent = ent->teamchain) door_go_up (ent, ent->activator); } else { for (ent = self->teammaster ; ent ; ent = ent->teamchain) door_go_down (ent); } } } void door_killed (edict_t *self, edict_t *, edict_t *attacker, int, vec3_t) { edict_t *ent; for (ent = self->teammaster ; ent ; ent = ent->teamchain) { ent->health = ent->max_health; ent->takedamage = DAMAGE_NO; } door_use (self->teammaster, attacker, attacker); } void door_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *) { if (!other->client) return; if (level.time < self->touch_debounce_time) return; self->touch_debounce_time = level.time + 5.0; if (!other->bot_info) gi.centerprintf (other, "%s", self->message); gi.sound (other, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0); } void SP_func_door (edict_t *ent) { vec3_t abs_movedir; if (ent->sounds != 1) { 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"); } G_SetMovedir (ent->s.angles, ent->movedir); ent->movetype = MOVETYPE_PUSH; ent->solid = SOLID_BSP; gi.setmodel (ent, ent->model); ent->blocked = door_blocked; ent->use = door_use; if (!ent->speed) ent->speed = 100; if (deathmatch->value) ent->speed *= 2; if (!ent->accel) ent->accel = ent->speed; if (!ent->decel) ent->decel = ent->speed; if (!ent->wait) ent->wait = 3; if (!st.lip) st.lip = 8; if (!ent->dmg) ent->dmg = 2; // calculate second position VectorCopy (ent->s.origin, ent->pos1); abs_movedir[0] = fabs(ent->movedir[0]); abs_movedir[1] = fabs(ent->movedir[1]); abs_movedir[2] = fabs(ent->movedir[2]); ent->moveinfo.distance = abs_movedir[0] * ent->size[0] + abs_movedir[1] * ent->size[1] + abs_movedir[2] * ent->size[2] - st.lip; VectorMA (ent->pos1, ent->moveinfo.distance, ent->movedir, ent->pos2); // if it starts open, switch the positions if (ent->spawnflags & DOOR_START_OPEN) { VectorCopy (ent->pos2, ent->s.origin); VectorCopy (ent->pos1, ent->pos2); VectorCopy (ent->s.origin, ent->pos1); } ent->moveinfo.state = STATE_BOTTOM; 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->moveinfo.speed = ent->speed; ent->moveinfo.accel = ent->accel; ent->moveinfo.decel = ent->decel; ent->moveinfo.wait = ent->wait; VectorCopy (ent->pos1, ent->moveinfo.start_origin); VectorCopy (ent->s.angles, ent->moveinfo.start_angles); VectorCopy (ent->pos2, ent->moveinfo.end_origin); VectorCopy (ent->s.angles, ent->moveinfo.end_angles); if (ent->spawnflags & 16) ent->s.effects |= EF_ANIM_ALL; if (ent->spawnflags & 64) ent->s.effects |= EF_ANIM_ALLFAST; // to simplify logic elsewhere, make non-teamed doors into a team of one if (!ent->team) ent->teammaster = ent; gi.linkentity (ent); ent->nextthink = level.time + FRAMETIME; if (ent->health || ent->targetname) ent->think = Think_CalcMoveSpeed; else ent->think = Think_SpawnDoorTrigger; } /*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER NOMONSTER ANIMATED TOGGLE X_AXIS Y_AXIS TOGGLE causes the door to wait in both the start and end states for a trigger event. START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors). NOMONSTER monsters will not trigger this door You need to have an origin brush as part of this entity. The center of that brush will be the point around which it is rotated. It will rotate around the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. "distance" is how many degrees the door will be rotated. "speed" determines how fast the door moves; default value is 100. REVERSE will cause the door to rotate in the opposite direction. "message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet "angle" determines the opening direction "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door. "health" if set, door must be shot open "speed" movement speed (100 default) "wait" wait before returning (3 default, -1 = never return) "dmg" damage to inflict when blocked (2 default) "sounds" 1) silent 2) light 3) medium 4) heavy */ void SP_func_door_rotating (edict_t *ent) { VectorClear (ent->s.angles); // set the axis of rotation VectorClear(ent->movedir); if (ent->spawnflags & DOOR_X_AXIS) ent->movedir[2] = 1.0; else if (ent->spawnflags & DOOR_Y_AXIS) ent->movedir[0] = 1.0; else // Z_AXIS ent->movedir[1] = 1.0; // check for reverse rotation if (ent->spawnflags & DOOR_REVERSE) VectorNegate (ent->movedir, ent->movedir); if (!st.distance) { gi.dprintf("%s at %s with no distance set\n", ent->classname, vtos(ent->s.origin)); st.distance = 90; } VectorCopy (ent->s.angles, ent->pos1); VectorMA (ent->s.angles, st.distance, ent->movedir, ent->pos2); ent->moveinfo.distance = st.distance; ent->movetype = MOVETYPE_PUSH; ent->solid = SOLID_BSP; gi.setmodel (ent, ent->model); ent->blocked = door_blocked; ent->use = door_use; if (!ent->speed) ent->speed = 100; if (!ent->accel) ent->accel = ent->speed; if (!ent->decel) ent->decel = ent->speed; if (!ent->wait) ent->wait = 3; if (!ent->dmg) ent->dmg = 2; if (ent->sounds != 1) { 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"); } // if it starts open, switch the positions if (ent->spawnflags & DOOR_START_OPEN) { VectorCopy (ent->pos2, ent->s.angles); VectorCopy (ent->pos1, ent->pos2); VectorCopy (ent->s.angles, ent->pos1); VectorNegate (ent->movedir, ent->movedir); } if (ent->health) { ent->takedamage = DAMAGE_YES; ent->die = door_killed; ent->max_health = ent->health; } if (ent->targetname && ent->message) { gi.soundindex ("misc/talk.wav"); ent->touch = door_touch; } ent->moveinfo.state = STATE_BOTTOM; ent->moveinfo.speed = ent->speed; ent->moveinfo.accel = ent->accel; ent->moveinfo.decel = ent->decel; ent->moveinfo.wait = ent->wait; VectorCopy (ent->s.origin, ent->moveinfo.start_origin); VectorCopy (ent->pos1, ent->moveinfo.start_angles); VectorCopy (ent->s.origin, ent->moveinfo.end_origin); VectorCopy (ent->pos2, ent->moveinfo.end_angles); if (ent->spawnflags & 16) ent->s.effects |= EF_ANIM_ALL; // to simplify logic elsewhere, make non-teamed doors into a team of one if (!ent->team) ent->teammaster = ent; gi.linkentity (ent); ent->nextthink = level.time + FRAMETIME; if (ent->health || ent->targetname) ent->think = Think_CalcMoveSpeed; else ent->think = Think_SpawnDoorTrigger; } /*QUAKED func_water (0 .5 .8) ? START_OPEN func_water is a moveable water brush. It must be targeted to operate. Use a non-water texture at your own risk. START_OPEN causes the water to move to its destination when spawned and operate in reverse. "angle" determines the opening direction (up or down only) "speed" movement speed (25 default) "wait" wait before returning (-1 default, -1 = TOGGLE) "lip" lip remaining at end of move (0 default) "sounds" (yes, these need to be changed) 0) no sound 1) water 2) lava */ void SP_func_water (edict_t *self) { vec3_t abs_movedir; G_SetMovedir (self->s.angles, self->movedir); self->movetype = MOVETYPE_PUSH; self->solid = SOLID_BSP; gi.setmodel (self, self->model); switch (self->sounds) { default: break; case 1: // water self->moveinfo.sound_start = gi.soundindex ("world/mov_watr.wav"); self->moveinfo.sound_end = gi.soundindex ("world/stp_watr.wav"); break; case 2: // lava self->moveinfo.sound_start = gi.soundindex ("world/mov_watr.wav"); self->moveinfo.sound_end = gi.soundindex ("world/stp_watr.wav"); break; } // calculate second position VectorCopy (self->s.origin, self->pos1); abs_movedir[0] = fabs(self->movedir[0]); abs_movedir[1] = fabs(self->movedir[1]); abs_movedir[2] = fabs(self->movedir[2]); self->moveinfo.distance = abs_movedir[0] * self->size[0] + abs_movedir[1] * self->size[1] + abs_movedir[2] * self->size[2] - st.lip; VectorMA (self->pos1, self->moveinfo.distance, self->movedir, self->pos2); // if it starts open, switch the positions if (self->spawnflags & DOOR_START_OPEN) { VectorCopy (self->pos2, self->s.origin); VectorCopy (self->pos1, self->pos2); VectorCopy (self->s.origin, self->pos1); } VectorCopy (self->pos1, self->moveinfo.start_origin); VectorCopy (self->s.angles, self->moveinfo.start_angles); VectorCopy (self->pos2, self->moveinfo.end_origin); VectorCopy (self->s.angles, self->moveinfo.end_angles); self->moveinfo.state = STATE_BOTTOM; if (!self->speed) self->speed = 25; self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed = self->speed; if (!self->wait) self->wait = -1; self->moveinfo.wait = self->wait; self->use = door_use; if (self->wait == -1) self->spawnflags |= DOOR_TOGGLE; self->classname = "func_door"; gi.linkentity (self); } #define TRAIN_START_ON 1 #define TRAIN_TOGGLE 2 #define TRAIN_BLOCK_STOPS 4 /*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS Trains are moving platforms that players can ride. The targets origin specifies the min point of the train at each corner. The train spawns at the first target it is pointing at. If the train is the target of a button or trigger, it will not begin moving until activated. speed default 100 dmg default 2 noise looping sound to play when the train is in motion */ void train_next (edict_t *self); void train_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; if (!self->dmg) 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 train_wait (edict_t *self) { if (self->target_ent->pathtarget) { char *savetarget; edict_t *ent; ent = self->target_ent; savetarget = ent->target; ent->target = ent->pathtarget; G_UseTargets (ent, self->activator); ent->target = savetarget; // make sure we didn't get killed by a killtarget if (!self->inuse) return; } if (self->moveinfo.wait) { if (self->moveinfo.wait > 0) { self->nextthink = level.time + self->moveinfo.wait; self->think = train_next; } else if (self->spawnflags & TRAIN_TOGGLE) // && wait < 0 { train_next (self); self->spawnflags &= ~TRAIN_START_ON; VectorClear (self->velocity); self->nextthink = 0; } if (!(self->flags & FL_TEAMSLAVE)) { if (self->moveinfo.sound_end) gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0); self->s.sound = 0; } } else { train_next (self); } } void train_next (edict_t *self) { edict_t *ent; vec3_t dest; qboolean first; first = true; again: if (!self->target) { // gi.dprintf ("train_next: no next target\n"); 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); 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 *, 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 *) { 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 *, 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 *, edict_t *) { 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 *, edict_t *) { // 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 *, edict_t *attacker, int, vec3_t) { 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 *, edict_t *) { KillBox (self); } void SP_func_killbox (edict_t *ent) { gi.setmodel (ent, ent->model); ent->use = use_killbox; ent->svflags = SVF_NOCLIENT; }