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triggers.qc
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triggers.qc
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// entity s;
void() trigger_reactivate =
{
self.solid = SOLID_TRIGGER;
};
//=============================================================================
float SPAWNFLAG_NOMESSAGE = 1;
float SPAWNFLAG_NOTOUCH = 1;
float SPAWNFLAG_TURNS_OFF = 2; //used for Wait for retrigger spawnflag
// the wait time has passed, so set back up for another activation
void() multi_wait =
{
if (self.max_health)
{
self.health = self.max_health;
self.takedamage = DAMAGE_YES;
self.solid = SOLID_BBOX;
}
};
// the trigger was just touched/killed/used
// self.enemy should be set to the activator so it can be held through a delay
// so wait for the delay time before firing
void() multi_trigger =
{
if (self.nextthink > time)
{
return; // allready been triggered
}
if (self.classname == "trigger_secret")
{
if (self.enemy.classname != "player")
return;
if (cutscene)
return; // Don't activate in cutscene mode
found_secrets = found_secrets + 1;
WriteByte (MSG_ALL, SVC_FOUNDSECRET);
}
if (self.noise != "")
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
// don't trigger again until reset
self.takedamage = DAMAGE_NO;
activator = self.enemy;
SUB_UseTargets();
if (self.wait > 0)
{
self.think = multi_wait;
self.nextthink = time + self.wait;
if (self.spawnflags & SPAWNFLAG_TURNS_OFF)
{
self.is_waiting = 1;
SUB_CheckWaiting();
}
}
else
{ // we can't just remove (self) here, because this is a touch function
// called wheil C code is looping through area links...
self.touch = SUB_Null;
self.nextthink = time + 0.1;
self.think = SUB_Remove;
}
};
void() multi_killed = //dumptruck_ds
{
if (self.estate != STATE_ACTIVE) // Supa, restore health and do nothing if we're still waiting to be activated
{
self.health = self.max_health; // nyah nyah~!
self.takedamage = DAMAGE_YES;
self.solid = SOLID_BBOX;
return;
}
self.enemy = damage_attacker;
multi_trigger();
};
void() multi_use = //dumptruck_ds
{
self.enemy = activator;
multi_trigger();
};
void() multi_touch = //dumptruck_ds
{
if (other.classname != "player")
return;
// from Copper -- dumptruck_ds
if (other.movetype == MOVETYPE_NOCLIP)
return;
if (self.estate != STATE_ACTIVE)
return;
// if the trigger has an angles field, check player's facing direction
if (self.movedir != '0 0 0')
{
makevectors (other.angles);
if (v_forward * self.movedir < 0)
return; // not facing the right way
}
self.enemy = other;
multi_trigger ();
};
/*QUAKED trigger_multiple (.5 .5 .5) ? notouch WAIT_FOR_RETRIGGER X X X X X X NOT_ON_EASY NOT_ON_NORMAL NOT_ON_HARD_OR_NIGHTMARE NOT_IN_DEATHMATCH NOT_IN_COOP NOT_IN_SINGLEPLAYER X NOT_ON_HARD_ONLY NOT_ON_NIGHTMARE_ONLY
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.
If "WAIT_FOR_RETRIGGER" is set, it must be triggered by another entity before it can trigger again.
If "delay" is set, the trigger waits some time after activating before firing.
"wait" : Seconds between triggerings. (.2 default)
If notouch is set, the trigger is only fired by other entities, not by touching.
NOTOUCH has been obsoleted by trigger_relay!
sounds
1) secret
2) beep beep
3) large switch
set "message" to text string
"is_waiting" : If set to 1, this trigger will do nothing until another trigger activates it
*/
void() trigger_multiple =
{
if (SUB_Inhibit ()) // new spawnflags for all entities -- iw
return;
if (self.sounds == 1)
{
precache_sound ("misc/secret.wav");
self.noise = "misc/secret.wav";
}
else if (self.sounds == 2)
{
precache_sound ("misc/talk.wav");
self.noise = "misc/talk.wav";
}
else if (self.sounds == 3)
{
precache_sound ("misc/trigger1.wav");
self.noise = "misc/trigger1.wav";
}
if (!self.wait)
{
self.wait = 0.2;
}
else if (self.wait < 0 && (self.spawnflags & SPAWNFLAG_TURNS_OFF))
{
objerror("Wait for retrigger and negative wait don't make sense");
}
self.use = multi_use;
InitTrigger ();
if (self.health)
{
if (self.spawnflags & SPAWNFLAG_NOTOUCH)
objerror ("health and notouch don't make sense\n");
self.max_health = self.health;
self.th_die = multi_killed;
self.takedamage = DAMAGE_YES;
self.solid = SOLID_BBOX;
setorigin (self, self.origin); // make sure it links into the world
}
else
{
if ( !(self.spawnflags & SPAWNFLAG_NOTOUCH) )
{
self.touch = multi_touch;
}
}
SUB_CheckWaiting();
};
/*QUAKED trigger_once (.5 .5 .5) ? notouch X X X X X X X NOT_ON_EASY NOT_ON_NORMAL NOT_ON_HARD_OR_NIGHTMARE NOT_IN_DEATHMATCH NOT_IN_COOP NOT_IN_SINGLEPLAYER X NOT_ON_HARD_ONLY NOT_ON_NIGHTMARE_ONLY
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
"targetname". If "health" is set, the trigger must be killed to activate.
If notouch is set, the trigger is only fired by other entities, not by touching.
if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired.
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.
sounds
1) secret
2) beep beep
3) large switch
set "message" to text string
*/
void() trigger_once =
{
if (SUB_Inhibit ()) // new spawnflags for all entities -- iw
return;
self.wait = -1;
trigger_multiple();
};
//=============================================================================
/*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8) X X X X X X X X NOT_ON_EASY NOT_ON_NORMAL NOT_ON_HARD_OR_NIGHTMARE NOT_IN_DEATHMATCH NOT_IN_COOP NOT_IN_SINGLEPLAYER X NOT_ON_HARD_ONLY NOT_ON_NIGHTMARE_ONLY
This fixed size trigger cannot be touched, it can only be fired by other events. It can contain killtargets, targets, delays, and messages.
*/
void() trigger_relay =
{
if (SUB_Inhibit ()) // new spawnflags for all entities -- iw
return;
self.use = SUB_UseTargets;
};
//=============================================================================
/*QUAKED trigger_secret (.5 .5 .5) ? X X X X X X X X NOT_ON_EASY NOT_ON_NORMAL NOT_ON_HARD_OR_NIGHTMARE NOT_IN_DEATHMATCH NOT_IN_COOP NOT_IN_SINGLEPLAYER X NOT_ON_HARD_ONLY NOT_ON_NIGHTMARE_ONLY
secret counter trigger
sounds
1) secret
2) beep beep
set "message" to text string
*/
void() trigger_secret =
{
if (SUB_Inhibit ()) // new spawnflags for all entities -- iw
return;
total_secrets = total_secrets + 1;
self.wait = -1;
if (!self.message)
self.message = "You found a secret area!";
if (!self.sounds)
self.sounds = 1;
if (self.sounds == 1)
{
precache_sound ("misc/secret.wav");
self.noise = "misc/secret.wav";
}
else if (self.sounds == 2)
{
precache_sound ("misc/talk.wav");
self.noise = "misc/talk.wav";
}
trigger_multiple ();
};
//=============================================================================
void() counter_use =
{
if (self.estate != STATE_ACTIVE) return;
self.count = self.count - 1;
if (self.count < 0)
return;
if (self.count != 0)
{
if (activator.classname == "player"
&& (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
{
if (self.count >= 4)
centerprint (activator, "There are more to go...");
else if (self.count == 3)
centerprint (activator, "Only 3 more to go...");
else if (self.count == 2)
centerprint (activator, "Only 2 more to go...");
else
centerprint (activator, "Only 1 more to go...");
}
return;
}
if (activator.classname == "player"
&& (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
centerprint(activator, "Sequence completed!");
self.enemy = activator;
multi_trigger ();
};
/*QUAKED trigger_counter (.5 .5 .5) ? nomessage X X X X X X X NOT_ON_EASY NOT_ON_NORMAL NOT_ON_HARD_OR_NIGHTMARE NOT_IN_DEATHMATCH NOT_IN_COOP NOT_IN_SINGLEPLAYER X NOT_ON_HARD_ONLY NOT_ON_NIGHTMARE_ONLY
Acts as an intermediary for an action that takes multiple inputs.
If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished.
After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
*/
void() trigger_counter =
{
if (SUB_Inhibit ()) // new spawnflags for all entities -- iw
return;
self.wait = -1;
if (!self.count)
self.count = 2;
self.use = counter_use;
};
/*
==============================================================================
TELEPORT TRIGGERS with added functions from Zerstrorer and Qmaster
-- dumptruck_ds
==============================================================================
*/
float PLAYER_ONLY = 1;
float SILENT = 2;
float RANDOM = 4;
float TELE_STEALTH = 8;
float MONSTER_ONLY = 16;
float TELE_DD = 32;
void() play_teleport =
{
local float v;
local string tmpstr;
v = random() * 5;
if (v < 1)
tmpstr = "misc/r_tele1.wav";
else if (v < 2)
tmpstr = "misc/r_tele2.wav";
else if (v < 3)
tmpstr = "misc/r_tele3.wav";
else if (v < 4)
tmpstr = "misc/r_tele4.wav";
else
tmpstr = "misc/r_tele5.wav";
sound (self, CHAN_VOICE, tmpstr, 1, ATTN_NORM);
remove (self);
};
void(vector org) spawn_tfog =
{
local entity s;
s = spawn ();
s.origin = org;
s.spawnflags = self.spawnflags; //dumptruck_ds
s.nextthink = time + 0.2;
s.think = play_teleport;
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_TELEPORT);
WriteCoord (MSG_BROADCAST, org_x);
WriteCoord (MSG_BROADCAST, org_y);
WriteCoord (MSG_BROADCAST, org_z);
};
void() tdeath_touch =
{
if (other == self.owner)
return;
// frag anyone who teleports in on top of an invincible player
if (other.classname == "player")
{
// 1998-07-26 Pentagram telefrag fix by Zoid/Maddes start
if (self.owner.classname != "player")
{ // other monsters explode themselves
T_Damage (self.owner, self, self, 50000);
return;
}
// 1998-07-26 Pentagram telefrag fix by Zoid/Maddes end
if (other.invincible_finished > time)
// 1998-07-26 Pentagram telefrag fix by Zoid/Maddes start
{ //player on spot has active pentagram
if (self.owner.invincible_finished > time)
{ // teleported player has active pentagram too
// can happen often in deathmatch 4
// and levels with more than one pentagram
self.classname = "teledeath3";
other.invincible_finished = 0;
T_Damage (other, self, self, 50000); // kill player on spot
/* 1998-07-26 only telefrag player on spot by Maddes
local entity other2;
other2 = self.owner;
self.owner = other;
other2.invincible_finished = 0;
T_Damage (other2, self, self, 50000); // kill teleported player
*/
}
else // 1998-07-26 only telefrag player on spot by Maddes
{ // 1998-07-26 only telefrag player on spot by Maddes
// 1998-07-26 Pentagram telefrag fix by Zoid/Maddes end
self.classname = "teledeath2";
// 1998-07-26 Pentagram telefrag fix by Zoid/Maddes start
T_Damage (self.owner, self, self, 50000);
} // 1998-07-26 only telefrag player on spot by Maddes
return;
}
/*
if (self.owner.classname != "player")
{ // other monsters explode themselves
T_Damage (self.owner, self, self, 50000);
return;
}
*/
// 1998-07-26 Pentagram telefrag fix by Zoid/Maddes end
}
if (other.health)
{
T_Damage (other, self, self, 50000);
}
};
void(vector org, entity death_owner) spawn_tdeath =
{
local entity death;
death = spawn();
death.classname = "teledeath";
death.movetype = MOVETYPE_NONE;
death.solid = SOLID_TRIGGER;
death.angles = '0 0 0';
setsize (death, death_owner.mins - '1 1 1', death_owner.maxs + '1 1 1');
setorigin (death, org);
death.touch = tdeath_touch;
death.nextthink = time + 0.2;
death.think = SUB_Remove;
death.owner = death_owner;
force_retouch = 2; // make sure even still objects get hit
};
/*-----------------------------------------------*/
/*| more Zerstrorer-- dumptruck_ds |*/
/*| teleport_randomspot - returns a random spot |*/
/*| to teleport to among all of the |*/
/*| "info_teleport_random" entities in the |*/
/*| level. self.count is number of spots |*/
/*-----------------------------------------------*/
entity() teleport_randomspot =
{
local float rndm;
// local float rndm, num1;
local entity spot,first;
rndm = rint(random() * (self.count - 1));
spot = find(world, classname, "info_teleport_random");
if(!spot)
dprint("No random teleport points found!\n");
first = spot;
while (rndm > 0)
{
rndm = rndm - 1;
spot = find(spot, classname, "info_teleport_random");
}
if (spot == world)
{
dprint("Random spot found world!!\n");
spot = first;
}
return spot;
};
// end dumptruck_ds
void() teleport_touch =
{
local entity t;
local vector org;
if (self.estate != STATE_ACTIVE) return;
if (self.targetname != "")
{
if (self.nextthink < time)
{
return; // not fired yet
}
}
if (self.spawnflags & PLAYER_ONLY)
{
if (other.classname != "player")
return;
}
if (self.spawnflags & MONSTER_ONLY) // is this going to work? dumptruck_ds
{
if (other.classname == "player")
return;
}
if (other.movetype == MOVETYPE_NOCLIP) // from Copper -- dumptruck_ds
return;
if (self.is_waiting == TRUE) // Supa, is this trigger waiting to be activated?
return;
if (self.is_waiting != -1) // Special case
if (self.targetname != "")
{
if (self.nextthink < time)
{
return; // not fired yet
}
}
// only teleport living creatures
if (other.health <= 0 || other.solid != SOLID_SLIDEBOX)
return;
SUB_UseTargets ();
// put a tfog where the player was
// ### dhm - if stealth, don't spawn a fog
if (!(self.spawnflags & TELE_STEALTH))
spawn_tfog (other.origin);
//dhm - if this is a random teleporter, pick a random spot!
if (self.spawnflags & RANDOM)
t = teleport_randomspot();
else if ((self.spawnflags & TELE_DD) && other.classname == "player")
t = find (world, targetname, self.noise);
else
t = find (world, targetname, self.target);
if (!t)
objerror ("couldn't find target");
// // put a tfog where the player was
// spawn_tfog (other.origin);
//
// t = find (world, targetname, self.target);
// if (!t)
// objerror ("couldn't find target");
// spawn a tfog flash in front of the destination
makevectors (t.mangle);
org = t.origin + 32 * v_forward;
// ### dhm - if stealth, don't spawn a fog
if (!(self.spawnflags & TELE_STEALTH))
spawn_tfog (org);
spawn_tdeath(t.origin, other);
// move the player and lock him down for a little while
if (!other.health)
{
other.origin = t.origin;
other.velocity = (v_forward * other.velocity_x) + (v_forward * other.velocity_y);
return;
}
setorigin (other, t.origin);
other.angles = t.mangle;
if (other.classname == "player")
{
fog_setFromEnt(other, t); // retrieves fog values from teleport destination, if any
other.fixangle = 1; // turn this way immediately
other.teleport_time = time + 0.7;
if (other.flags & FL_ONGROUND)
other.flags = other.flags - FL_ONGROUND;
other.velocity = v_forward * 300;
}
other.flags = other.flags - other.flags & FL_ONGROUND;
if ((self.spawnflags & MONSTER_ONLY) && other.classname != "player")
{
other.fixangle = 1; // turn this way immediately
other.teleport_time = time + 0.7;
if (other.flags & FL_ONGROUND)
other.flags = other.flags - FL_ONGROUND;
other.velocity = v_forward * 300;
}
other.flags = other.flags - other.flags & FL_ONGROUND;
};
// this is from Qmaster:
// "I created an info_teleport_changedest
// target = targetname of trigger_teleport to affect
// message = targetname of new info_teleport_destination (or whatever entity
// really) to now teleport to
// So that I can automatically update the teleporter under my coagula map as you
// progress rather than have a bunch of triggers that I need to killtarget.
// Falling is not fatal then, but it does put you back some. Works as a sorta
// checkpoint system but also builds on my older idea for saving time in coop
// implemented in my Terracity map eons ago.
// looking at vanilla, you would only need to change trig.target to match
// self.message if you were to add this.""
void() teleport_destchange =
{
local entity trig;
trig = find(world,targetname,self.target);
if (!trig || trig.classname != "trigger_teleport") {
dprint("\b[TELEPORT_DESTCHANGE]\b Cannot find trigger_teleport\n");
return;
}
trig.goalentity = find (world, targetname, self.message);
if (!trig.goalentity) {
dprint("\b[TELEPORT_DESTCHANGE]\b Cannot find teleport destination\n");
return;
}
makevectors (trig.goalentity.mangle);
trig.goalentity.movedir = v_forward;
trig.goalentity.pos1 = trig.goalentity.origin + 32 * trig.goalentity.movedir;
trig.target = self.message; //dumptruck_ds see comment above
};
/*QUAKED info_teleport_changedest (0 0.5 0) (-4 -4 -4) (4 4 4) X X X X X X X X NOT_ON_EASY NOT_ON_NORMAL NOT_ON_HARD_OR_NIGHTMARE NOT_IN_DEATHMATCH NOT_IN_COOP NOT_IN_SINGLEPLAYER X NOT_ON_HARD_ONLY NOT_ON_NIGHTMARE_ONLY
Allows a mapper to change the target of a teleport_trigger. Useful in maps where
the player may fall into a void and the mapper wants to update where they "respawn"
as they progress through the level. Could also be used for teleport puzzles and more.
target = trigger_teleport to change
message = new info_teleport_destination's targetname to switch to
targetname = name of this entity so we can use it
*/
void() info_teleport_changedest =
{
if (SUB_Inhibit ()) // new spawnflags for all entities -- iw
return;
self.use = teleport_destchange;
if (self.targetname == "") {
dprint("\b[ERROR]\b info_teleport_changedest with no targetname");
remove(self);
}
if (self.target == "") {
dprint("\b[ERROR]\b info_teleport_changedest with no target");
remove(self);
}
if (self.message == "") {
dprint("\b[ERROR]\b info_teleport_changedest with no message set for new destination");
remove(self);
}
};
/*QUAKED info_teleport_destination (.5 .5 .5) (-8 -8 -8) (8 8 32) X X X X X X X X NOT_ON_EASY NOT_ON_NORMAL NOT_ON_HARD_OR_NIGHTMARE NOT_IN_DEATHMATCH NOT_IN_COOP NOT_IN_SINGLEPLAYER X NOT_ON_HARD_ONLY NOT_ON_NIGHTMARE_ONLY
{
model ("progs/player.mdl");
}
This is the destination marker for a teleporter. It should have a "targetname" field with the same value as a teleporter's "target" field.
*/
void() info_teleport_destination =
{
if (SUB_Inhibit ()) // new spawnflags for all entities -- iw
return;
// this does nothing, just serves as a target spot
self.mangle = self.angles;
self.angles = '0 0 0';
self.model = "";
self.origin = self.origin + '0 0 27';
if (!self.targetname)
objerror ("no targetname");
};
/*QUAKED info_teleport_random (.5 .5 .5) (-8 -8 -8) (8 8 32) X X X X X X X X NOT_ON_EASY NOT_ON_NORMAL NOT_ON_HARD_OR_NIGHTMARE NOT_IN_DEATHMATCH NOT_IN_COOP NOT_IN_SINGLEPLAYER X NOT_ON_HARD_ONLY NOT_ON_NIGHTMARE_ONLY
{
model ("progs/player.mdl");
}
This is a random destination marker for a teleporter.
*/
void() info_teleport_random =
{
// this does nothing, just serves as a target spot
self.mangle = self.angles;
self.angles = '0 0 0';
self.model = "";
self.origin = self.origin + '0 0 27';
};
void() teleport_use =
{
self.nextthink = time + 0.2;
force_retouch = 2; // make sure even still objects get hit
self.think = SUB_Null;
};
// -------------------------
/*QUAKED trigger_teleport (.5 .5 .5) ? PLAYER_ONLY SILENT RANDOM STEALTH X X X X NOT_ON_EASY NOT_ON_NORMAL NOT_ON_HARD_OR_NIGHTMARE NOT_IN_DEATHMATCH NOT_IN_COOP NOT_IN_SINGLEPLAYER X NOT_ON_HARD_ONLY NOT_ON_NIGHTMARE_ONLY
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.
If the trigger_teleport has a targetname, it will only teleport entities
when it has been fired.
SILENT(2) eliminates the teleporter ambient noise (good for hidden monster teleporters.
RANDOM(4) causes the teleporter to send the player to a random destination
among the info_teleport_random markers in the level. You MUST place a
"count" field that is the number of info_teleport_random entities you
placed.
STEALTH(8) eliminates the particle flash and noise when an entity is teleported.
MONSTER_ONLY(16) will only teleport monsters
*/void() trigger_teleport =
{
if (SUB_Inhibit ()) // new spawnflags for all entities -- iw
return;
local vector o;
InitTrigger ();
self.touch = teleport_touch;
// find the destination
if (!self.target)
objerror ("no target");
self.use = teleport_use;
if (!(self.spawnflags & SILENT))
{
precache_sound ("ambience/hum1.wav");
o = (self.mins + self.maxs)*0.5;
ambientsound (o, "ambience/hum1.wav",0.5 , ATTN_STATIC);
}
SUB_CheckWaiting();
};
/*
==============================================================================
trigger_setskill
==============================================================================
*/
void() trigger_skill_touch =
{
// from Copper -- dumptruck_ds
if (!CheckValidTouch()) return;
cvar_set ("skill", self.message);
};
/*QUAKED trigger_setskill (.5 .5 .5) ? X X X X X X X X NOT_ON_EASY NOT_ON_NORMAL NOT_ON_HARD_OR_NIGHTMARE NOT_IN_DEATHMATCH NOT_IN_COOP NOT_IN_SINGLEPLAYER X NOT_ON_HARD_ONLY NOT_ON_NIGHTMARE_ONLY
sets skill level to the value of "message".
Only used on start map.
*/
void() trigger_setskill =
{
if (SUB_Inhibit ()) // new spawnflags for all entities -- iw
return;
InitTrigger ();
self.touch = trigger_skill_touch;
SUB_CheckWaiting();
};
/*
==============================================================================
ONLY REGISTERED TRIGGERS
==============================================================================
*/
void() trigger_onlyregistered_touch =
{
// from Copper -- dumptruck_ds
if (!CheckValidTouch()) return;
if (self.attack_finished > time)
return;
self.attack_finished = time + 2;
if (cvar("registered"))
{
self.message = "";
SUB_UseTargets ();
remove (self);
}
else
{
if (self.message != "")
{
centerprint (other, self.message);
sound (other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM);
}
}
};
/*QUAKED trigger_onlyregistered (.5 .5 .5) ?
Only fires if playing the registered version, otherwise prints the message
*/
void() trigger_onlyregistered =
{
if (SUB_Inhibit ()) // new spawnflags for all entities -- iw
return;
precache_sound ("misc/talk.wav");
InitTrigger ();
self.touch = trigger_onlyregistered_touch;
SUB_CheckWaiting();
};
//============================================================================
// 1998-07-03 hurt_touch fix by Robert Field start
/*
void() hurt_on =
{
self.solid = SOLID_TRIGGER;
self.nextthink = -1;
};
*/
// 1998-07-03 hurt_touch fix by Robert Field end
void() hurt_touch =
{
if (self.estate != STATE_ACTIVE) return;
// from Copper -- dumptruck_ds
if (other.movetype == MOVETYPE_NOCLIP)
return;
if (other.takedamage && self.nextthink < time)
{
// 1998-07-03 hurt_touch fix by Robert Field start
// self.solid = SOLID_NOT;
if (time != self.hurt_together_time)
if (time < self.hurt_nextthink)
return;
// 1998-07-03 hurt_touch fix by Robert Field end
T_Damage (other, self, self, self.dmg);
// 1998-07-03 hurt_touch fix by Robert Field start
// self.think = hurt_on;
// self.nextthink = time + 1;
self.hurt_together_time = time;
self.hurt_nextthink = time + 1;
// 1998-07-03 hurt_touch fix by Robert Field end
}
return;
};
/*QUAKED trigger_hurt (.5 .5 .5) ? X X X X X X X X NOT_ON_EASY NOT_ON_NORMAL NOT_ON_HARD_OR_NIGHTMARE NOT_IN_DEATHMATCH NOT_IN_COOP NOT_IN_SINGLEPLAYER X NOT_ON_HARD_ONLY NOT_ON_NIGHTMARE_ONLY
Any object touching this will be hurt
set dmg to damage amount
defalt dmg = 5
*/
void() trigger_hurt =
{
if (SUB_Inhibit ()) // new spawnflags for all entities -- iw
return;
InitTrigger ();
self.touch = hurt_touch;
if (!self.dmg)
self.dmg = 5;
SUB_CheckWaiting();
};
//============================================================================
//////////////////////////////////////////////////////////////////////////////
// start dumptruck_ds additions //////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
float PUSH_ONCE = 1;
float DT_STARTOFF = 8; // trigger will start off
float DT_SILENT = 16; // push silently
float DT_NOISE = 32; // use custom sound using noise key/value
void() trigger_push_touch =
{
if (self.estate != STATE_ACTIVE) return;
// from Copper -- dumptruck_ds
if (other.movetype == MOVETYPE_NOCLIP)
return;
if (other.classname == "grenade")
other.velocity = self.speed * self.movedir * 10;
else if (other.health > 0)
{
other.velocity = self.speed * self.movedir * 10;
if (other.classname == "player")
if (!(self.spawnflags & DT_SILENT))
{
if (other.fly_sound < time)
if (!(self.spawnflags & DT_NOISE))
{
other.fly_sound = time + 1.5;
sound (other, CHAN_AUTO, "ambience/windfly.wav", 1, ATTN_NORM);
}
else
{
other.fly_sound = time + 1.5;
sound (other, CHAN_AUTO, self.noise, 1, ATTN_NORM);
}
}
}
if (self.spawnflags & PUSH_ONCE)
remove(self);
};
// void() trigger_push_use = //dumptruck_ds
// {
// self.is_waiting = !self.is_waiting;
// }
/*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE X X X X X X X NOT_ON_EASY NOT_ON_NORMAL NOT_ON_HARD_OR_NIGHTMARE NOT_IN_DEATHMATCH NOT_IN_COOP NOT_IN_SINGLEPLAYER X NOT_ON_HARD_ONLY NOT_ON_NIGHTMARE_ONLY
Pushes the player
*/
void() trigger_push = //dumptruck_ds
{
if (SUB_Inhibit ()) // new spawnflags for all entities -- iw
return;
InitTrigger ();
precache_sound ("ambience/windfly.wav");
self.touch = trigger_push_touch;
if (!self.speed)
self.speed = 1000;
SUB_CheckWaiting();
};
void() push_toggle = //dumptruck_ds was based on hipnotic blocker_use now Alklaine estate
{
if (self.estate != STATE_ACTIVE)
self.estate = STATE_ACTIVE;
else
self.estate = STATE_INACTIVE;
};
/*QUAKED trigger_push_custom (.5 .5 .5) ? PUSH_ONCE DT_STARTOFF DT_SILENT X X X X X NOT_ON_EASY NOT_ON_NORMAL NOT_ON_HARD_OR_NIGHTMARE NOT_IN_DEATHMATCH NOT_IN_COOP NOT_IN_SINGLEPLAYER X NOT_ON_HARD_ONLY NOT_ON_NIGHTMARE_ONLY
dumptruck_ds
trigger_push_custom is a new entity. This can be used to create traps,
jumppads, currents in water and more.
If DT_STARTOFF flag is set, this disables the trigger. This can be targeted and
toggled off and on. If the DT_SILENT flag is set it won't make the windfly
sound. Use DT_CUSTOM spawnflag and the noise key/value to use a custom push
sound. Custom sounds should be "one off" sounds NOT be looping.
Adapted from Hipnotic's func_togglewall */
void() trigger_push_custom =
{
if (SUB_Inhibit ()) // new spawnflags for all entities -- iw
return;
InitTrigger();
precache_sound ("ambience/windfly.wav");
self.use = push_toggle;
self.touch = trigger_push_touch;
if ( self.spawnflags & DT_STARTOFF )
{
self.estate = STATE_INACTIVE;
}
if ( self.noise != "" )
{
precache_sound(self.noise);
}
if (!self.speed)