Annotation of quake2/game/g_func.c, revision 1.1.1.2

1.1       root        1: #include "g_local.h"
                      2: 
                      3: /*
                      4: =========================================================
                      5: 
                      6:   PLATS
                      7: 
                      8:   movement options:
                      9: 
                     10:   linear
                     11:   smooth start, hard stop
                     12:   smooth start, smooth stop
                     13: 
                     14:   start
                     15:   end
                     16:   acceleration
                     17:   speed
                     18:   deceleration
                     19:   begin sound
                     20:   end sound
                     21:   target fired when reaching end
                     22:   wait at end
                     23: 
                     24:   object characteristics that use move segments
                     25:   ---------------------------------------------
                     26:   movetype_push, or movetype_stop
                     27:   action when touched
                     28:   action when blocked
                     29:   action when used
                     30:        disabled?
                     31:   auto trigger spawning
                     32: 
                     33: 
                     34: =========================================================
                     35: */
                     36: 
                     37: #define PLAT_LOW_TRIGGER       1
                     38: 
                     39: #define        STATE_TOP                       0
                     40: #define        STATE_BOTTOM            1
                     41: #define STATE_UP                       2
                     42: #define STATE_DOWN                     3
                     43: 
                     44: #define DOOR_START_OPEN                1
                     45: #define DOOR_REVERSE           2
                     46: #define DOOR_CRUSHER           4
                     47: #define DOOR_NOMONSTER         8
                     48: #define DOOR_TOGGLE                    32
                     49: #define DOOR_X_AXIS                    64
                     50: #define DOOR_Y_AXIS                    128
                     51: 
                     52: 
                     53: //
                     54: // Support routines for movement (changes in origin using velocity)
                     55: //
                     56: 
                     57: void Move_Done (edict_t *ent)
                     58: {
                     59:        VectorClear (ent->velocity);
                     60:        ent->moveinfo.endfunc (ent);
                     61: }
                     62: 
                     63: void Move_Final (edict_t *ent)
                     64: {
                     65:        if (ent->moveinfo.remaining_distance == 0)
                     66:        {
                     67:                Move_Done (ent);
                     68:                return;
                     69:        }
                     70: 
                     71:        VectorScale (ent->moveinfo.dir, ent->moveinfo.remaining_distance / FRAMETIME, ent->velocity);
                     72: 
                     73:        ent->think = Move_Done;
                     74:        ent->nextthink = level.time + FRAMETIME;
                     75: }
                     76: 
                     77: void Move_Begin (edict_t *ent)
                     78: {
                     79:        float   frames;
                     80: 
                     81:        if ((ent->moveinfo.speed * FRAMETIME) >= ent->moveinfo.remaining_distance)
                     82:        {
                     83:                Move_Final (ent);
                     84:                return;
                     85:        }
                     86:        VectorScale (ent->moveinfo.dir, ent->moveinfo.speed, ent->velocity);
                     87:        frames = floor((ent->moveinfo.remaining_distance / ent->moveinfo.speed) / FRAMETIME);
                     88:        ent->moveinfo.remaining_distance -= frames * ent->moveinfo.speed * FRAMETIME;
                     89:        ent->nextthink = level.time + (frames * FRAMETIME);
                     90:        ent->think = Move_Final;
                     91: }
                     92: 
                     93: void Think_AccelMove (edict_t *ent);
                     94: 
                     95: void Move_Calc (edict_t *ent, vec3_t dest, void(*func)(edict_t*))
                     96: {
                     97:        VectorClear (ent->velocity);
                     98:        VectorSubtract (dest, ent->s.origin, ent->moveinfo.dir);
                     99:        ent->moveinfo.remaining_distance = VectorNormalize (ent->moveinfo.dir);
                    100:        ent->moveinfo.endfunc = func;
                    101: 
                    102:        if (ent->moveinfo.speed == ent->moveinfo.accel && ent->moveinfo.speed == ent->moveinfo.decel)
                    103:        {
                    104:                if (level.current_entity == ((ent->flags & FL_TEAMSLAVE) ? ent->teammaster : ent))
                    105:                {
                    106:                        Move_Begin (ent);
                    107:                }
                    108:                else
                    109:                {
                    110:                        ent->nextthink = level.time + FRAMETIME;
                    111:                        ent->think = Move_Begin;
                    112:                }
                    113:        }
                    114:        else
                    115:        {
                    116:                // accelerative
                    117:                ent->moveinfo.current_speed = 0;
                    118:                ent->think = Think_AccelMove;
                    119:                ent->nextthink = level.time + FRAMETIME;
                    120:        }
                    121: }
                    122: 
                    123: 
                    124: //
                    125: // Support routines for angular movement (changes in angle using avelocity)
                    126: //
                    127: 
                    128: void AngleMove_Done (edict_t *ent)
                    129: {
                    130:        VectorClear (ent->avelocity);
                    131:        ent->moveinfo.endfunc (ent);
                    132: }
                    133: 
                    134: void AngleMove_Final (edict_t *ent)
                    135: {
                    136:        vec3_t  move;
                    137: 
                    138:        if (ent->moveinfo.state == STATE_UP)
                    139:                VectorSubtract (ent->moveinfo.end_angles, ent->s.angles, move);
                    140:        else
                    141:                VectorSubtract (ent->moveinfo.start_angles, ent->s.angles, move);
                    142: 
                    143:        if (VectorCompare (move, vec3_origin))
                    144:        {
                    145:                AngleMove_Done (ent);
                    146:                return;
                    147:        }
                    148: 
                    149:        VectorScale (move, 1.0/FRAMETIME, ent->avelocity);
                    150: 
                    151:        ent->think = AngleMove_Done;
                    152:        ent->nextthink = level.time + FRAMETIME;
                    153: }
                    154: 
                    155: void AngleMove_Begin (edict_t *ent)
                    156: {
                    157:        vec3_t  destdelta;
                    158:        float   len;
                    159:        float   traveltime;
                    160:        float   frames;
                    161: 
                    162:        // set destdelta to the vector needed to move
                    163:        if (ent->moveinfo.state == STATE_UP)
                    164:                VectorSubtract (ent->moveinfo.end_angles, ent->s.angles, destdelta);
                    165:        else
                    166:                VectorSubtract (ent->moveinfo.start_angles, ent->s.angles, destdelta);
                    167:        
                    168:        // calculate length of vector
                    169:        len = VectorLength (destdelta);
                    170:        
                    171:        // divide by speed to get time to reach dest
                    172:        traveltime = len / ent->moveinfo.speed;
                    173: 
                    174:        if (traveltime < FRAMETIME)
                    175:        {
                    176:                AngleMove_Final (ent);
                    177:                return;
                    178:        }
                    179: 
                    180:        frames = floor(traveltime / FRAMETIME);
                    181: 
                    182:        // scale the destdelta vector by the time spent traveling to get velocity
                    183:        VectorScale (destdelta, 1.0 / traveltime, ent->avelocity);
                    184: 
                    185:        // set nextthink to trigger a think when dest is reached
                    186:        ent->nextthink = level.time + frames * FRAMETIME;
                    187:        ent->think = AngleMove_Final;
                    188: }
                    189: 
                    190: void AngleMove_Calc (edict_t *ent, void(*func)(edict_t*))
                    191: {
                    192:        VectorClear (ent->avelocity);
                    193:        ent->moveinfo.endfunc = func;
                    194:        if (level.current_entity == ((ent->flags & FL_TEAMSLAVE) ? ent->teammaster : ent))
                    195:        {
                    196:                AngleMove_Begin (ent);
                    197:        }
                    198:        else
                    199:        {
                    200:                ent->nextthink = level.time + FRAMETIME;
                    201:                ent->think = AngleMove_Begin;
                    202:        }
                    203: }
                    204: 
                    205: 
                    206: /*
                    207: ==============
                    208: Think_AccelMove
                    209: 
                    210: The team has completed a frame of movement, so
                    211: change the speed for the next frame
                    212: ==============
                    213: */
                    214: #define AccelerationDistance(target, rate)     (target * ((target / rate) + 1) / 2)
                    215: 
                    216: void plat_CalcAcceleratedMove(moveinfo_t *moveinfo)
                    217: {
                    218:        float   accel_dist;
                    219:        float   decel_dist;
                    220: 
                    221:        moveinfo->move_speed = moveinfo->speed;
                    222: 
                    223:        if (moveinfo->remaining_distance < moveinfo->accel)
                    224:        {
                    225:                moveinfo->current_speed = moveinfo->remaining_distance;
                    226:                return;
                    227:        }
                    228: 
                    229:        accel_dist = AccelerationDistance (moveinfo->speed, moveinfo->accel);
                    230:        decel_dist = AccelerationDistance (moveinfo->speed, moveinfo->decel);
                    231: 
                    232:        if ((moveinfo->remaining_distance - accel_dist - decel_dist) < 0)
                    233:        {
                    234:                float   f;
                    235: 
                    236:                f = (moveinfo->accel + moveinfo->decel) / (moveinfo->accel * moveinfo->decel);
                    237:                moveinfo->move_speed = (-2 + sqrt(4 - 4 * f * (-2 * moveinfo->remaining_distance))) / (2 * f);
                    238:                decel_dist = AccelerationDistance (moveinfo->move_speed, moveinfo->decel);
                    239:        }
                    240: 
                    241:        moveinfo->decel_distance = decel_dist;
                    242: };
                    243: 
                    244: void plat_Accelerate (moveinfo_t *moveinfo)
                    245: {
                    246:        // are we decelerating?
                    247:        if (moveinfo->remaining_distance <= moveinfo->decel_distance)
                    248:        {
                    249:                if (moveinfo->remaining_distance < moveinfo->decel_distance)
                    250:                {
                    251:                        if (moveinfo->next_speed)
                    252:                        {
                    253:                                moveinfo->current_speed = moveinfo->next_speed;
                    254:                                moveinfo->next_speed = 0;
                    255:                                return;
                    256:                        }
                    257:                        if (moveinfo->current_speed > moveinfo->decel)
                    258:                                moveinfo->current_speed -= moveinfo->decel;
                    259:                }
                    260:                return;
                    261:        }
                    262: 
                    263:        // are we at full speed and need to start decelerating during this move?
                    264:        if (moveinfo->current_speed == moveinfo->move_speed)
                    265:                if ((moveinfo->remaining_distance - moveinfo->current_speed) < moveinfo->decel_distance)
                    266:                {
                    267:                        float   p1_distance;
                    268:                        float   p2_distance;
                    269:                        float   distance;
                    270: 
                    271:                        p1_distance = moveinfo->remaining_distance - moveinfo->decel_distance;
                    272:                        p2_distance = moveinfo->move_speed * (1.0 - (p1_distance / moveinfo->move_speed));
                    273:                        distance = p1_distance + p2_distance;
                    274:                        moveinfo->current_speed = moveinfo->move_speed;
                    275:                        moveinfo->next_speed = moveinfo->move_speed - moveinfo->decel * (p2_distance / distance);
                    276:                        return;
                    277:                }
                    278: 
                    279:        // are we accelerating?
                    280:        if (moveinfo->current_speed < moveinfo->speed)
                    281:        {
                    282:                float   old_speed;
                    283:                float   p1_distance;
                    284:                float   p1_speed;
                    285:                float   p2_distance;
                    286:                float   distance;
                    287: 
                    288:                old_speed = moveinfo->current_speed;
                    289: 
                    290:                // figure simple acceleration up to move_speed
                    291:                moveinfo->current_speed += moveinfo->accel;
                    292:                if (moveinfo->current_speed > moveinfo->speed)
                    293:                        moveinfo->current_speed = moveinfo->speed;
                    294: 
                    295:                // are we accelerating throughout this entire move?
                    296:                if ((moveinfo->remaining_distance - moveinfo->current_speed) >= moveinfo->decel_distance)
                    297:                        return;
                    298: 
                    299:                // during this move we will accelrate from current_speed to move_speed
                    300:                // and cross over the decel_distance; figure the average speed for the
                    301:                // entire move
                    302:                p1_distance = moveinfo->remaining_distance - moveinfo->decel_distance;
                    303:                p1_speed = (old_speed + moveinfo->move_speed) / 2.0;
                    304:                p2_distance = moveinfo->move_speed * (1.0 - (p1_distance / p1_speed));
                    305:                distance = p1_distance + p2_distance;
                    306:                moveinfo->current_speed = (p1_speed * (p1_distance / distance)) + (moveinfo->move_speed * (p2_distance / distance));
                    307:                moveinfo->next_speed = moveinfo->move_speed - moveinfo->decel * (p2_distance / distance);
                    308:                return;
                    309:        }
                    310: 
                    311:        // we are at constant velocity (move_speed)
                    312:        return;
                    313: };
                    314: 
                    315: void Think_AccelMove (edict_t *ent)
                    316: {
                    317:        ent->moveinfo.remaining_distance -= ent->moveinfo.current_speed;
                    318: 
                    319:        if (ent->moveinfo.current_speed == 0)           // starting or blocked
                    320:                plat_CalcAcceleratedMove(&ent->moveinfo);
                    321: 
                    322:        plat_Accelerate (&ent->moveinfo);
                    323: 
                    324:        // will the entire move complete on next frame?
                    325:        if (ent->moveinfo.remaining_distance <= ent->moveinfo.current_speed)
                    326:        {
                    327:                Move_Final (ent);
                    328:                return;
                    329:        }
                    330: 
                    331:        VectorScale (ent->moveinfo.dir, ent->moveinfo.current_speed*10, ent->velocity);
                    332:        ent->nextthink = level.time + FRAMETIME;
                    333:        ent->think = Think_AccelMove;
                    334: }
                    335: 
                    336: 
                    337: void plat_go_down (edict_t *ent);
                    338: 
                    339: void plat_hit_top (edict_t *ent)
                    340: {
                    341:        if (!(ent->flags & FL_TEAMSLAVE))
                    342:        {
                    343:                if (ent->moveinfo.sound_end)
                    344:                        gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_end, 1, ATTN_STATIC, 0);
                    345:                ent->s.sound = 0;
                    346:        }
                    347:        ent->moveinfo.state = STATE_TOP;
                    348: 
                    349:        ent->think = plat_go_down;
                    350:        ent->nextthink = level.time + 3;
                    351: }
                    352: 
                    353: void plat_hit_bottom (edict_t *ent)
                    354: {
                    355:        if (!(ent->flags & FL_TEAMSLAVE))
                    356:        {
                    357:                if (ent->moveinfo.sound_end)
                    358:                        gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_end, 1, ATTN_STATIC, 0);
                    359:                ent->s.sound = 0;
                    360:        }
                    361:        ent->moveinfo.state = STATE_BOTTOM;
                    362: }
                    363: 
                    364: void plat_go_down (edict_t *ent)
                    365: {
                    366:        if (!(ent->flags & FL_TEAMSLAVE))
                    367:        {
                    368:                if (ent->moveinfo.sound_start)
                    369:                        gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_start, 1, ATTN_STATIC, 0);
                    370:                ent->s.sound = ent->moveinfo.sound_middle;
                    371:        }
                    372:        ent->moveinfo.state = STATE_DOWN;
                    373:        Move_Calc (ent, ent->moveinfo.end_origin, plat_hit_bottom);
                    374: }
                    375: 
                    376: void plat_go_up (edict_t *ent)
                    377: {
                    378:        if (!(ent->flags & FL_TEAMSLAVE))
                    379:        {
                    380:                if (ent->moveinfo.sound_start)
                    381:                        gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_start, 1, ATTN_STATIC, 0);
                    382:                ent->s.sound = ent->moveinfo.sound_middle;
                    383:        }
                    384:        ent->moveinfo.state = STATE_UP;
                    385:        Move_Calc (ent, ent->moveinfo.start_origin, plat_hit_top);
                    386: }
                    387: 
                    388: void plat_blocked (edict_t *self, edict_t *other)
                    389: {
                    390:        if (!(other->svflags & SVF_MONSTER) && (!other->client) )
                    391:        {
                    392:                // give it a chance to go away on it's own terms (like gibs)
                    393:                T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
                    394:                // if it's still there, nuke it
                    395:                if (other)
                    396:                        BecomeExplosion1 (other);
                    397:                return;
                    398:        }
                    399: 
                    400:        T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
                    401: 
                    402:        if (self->moveinfo.state == STATE_UP)
                    403:                plat_go_down (self);
                    404:        else if (self->moveinfo.state == STATE_DOWN)
                    405:                plat_go_up (self);
                    406: }
                    407: 
                    408: 
                    409: void Use_Plat (edict_t *ent, edict_t *other, edict_t *activator)
                    410: { 
                    411:        if (ent->think)
                    412:                return;         // already down
                    413:        plat_go_down (ent);
                    414: }
                    415: 
                    416: 
                    417: void Touch_Plat_Center (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
                    418: {
                    419:        if (!other->client)
                    420:                return;
                    421:                
                    422:        if (other->health <= 0)
                    423:                return;
                    424: 
                    425:        ent = ent->enemy;       // now point at the plat, not the trigger
                    426:        if (ent->moveinfo.state == STATE_BOTTOM)
                    427:                plat_go_up (ent);
                    428:        else if (ent->moveinfo.state == STATE_TOP)
                    429:                ent->nextthink = level.time + 1;        // the player is still on the plat, so delay going down
                    430: }
                    431: 
                    432: void plat_spawn_inside_trigger (edict_t *ent)
                    433: {
                    434:        edict_t *trigger;
                    435:        vec3_t  tmin, tmax;
                    436: 
                    437: //
                    438: // middle trigger
                    439: //     
                    440:        trigger = G_Spawn();
                    441:        trigger->touch = Touch_Plat_Center;
                    442:        trigger->movetype = MOVETYPE_NONE;
                    443:        trigger->solid = SOLID_TRIGGER;
                    444:        trigger->enemy = ent;
                    445:        
                    446:        tmin[0] = ent->mins[0] + 25;
                    447:        tmin[1] = ent->mins[1] + 25;
                    448:        tmin[2] = ent->mins[2];
                    449: 
                    450:        tmax[0] = ent->maxs[0] - 25;
                    451:        tmax[1] = ent->maxs[1] - 25;
                    452:        tmax[2] = ent->maxs[2] + 8;
                    453: 
                    454:        tmin[2] = tmax[2] - (ent->pos1[2] - ent->pos2[2] + st.lip);
                    455: 
                    456:        if (ent->spawnflags & PLAT_LOW_TRIGGER)
                    457:                tmax[2] = tmin[2] + 8;
                    458:        
                    459:        if (tmax[0] - tmin[0] <= 0)
                    460:        {
                    461:                tmin[0] = (ent->mins[0] + ent->maxs[0]) *0.5;
                    462:                tmax[0] = tmin[0] + 1;
                    463:        }
                    464:        if (tmax[1] - tmin[1] <= 0)
                    465:        {
                    466:                tmin[1] = (ent->mins[1] + ent->maxs[1]) *0.5;
                    467:                tmax[1] = tmin[1] + 1;
                    468:        }
                    469:        
                    470:        VectorCopy (tmin, trigger->mins);
                    471:        VectorCopy (tmax, trigger->maxs);
                    472: 
                    473:        gi.linkentity (trigger);
                    474: }
                    475: 
                    476: 
                    477: /*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER
                    478: speed  default 150
                    479: 
                    480: Plats are always drawn in the extended position, so they will light correctly.
                    481: 
                    482: 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.
                    483: 
                    484: "speed"        overrides default 200.
                    485: "accel" overrides default 500
                    486: "lip"  overrides default 8 pixel lip
                    487: 
                    488: If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determoveinfoned by the model's height.
                    489: 
                    490: Set "sounds" to one of the following:
                    491: 1) base fast
                    492: 2) chain slow
                    493: */
                    494: void SP_func_plat (edict_t *ent)
                    495: {
                    496:        VectorClear (ent->s.angles);
                    497:        ent->solid = SOLID_BSP;
                    498:        ent->movetype = MOVETYPE_PUSH;
                    499: 
                    500:        gi.setmodel (ent, ent->model);
                    501: 
                    502:        ent->blocked = plat_blocked;
                    503: 
                    504:        if (!ent->speed)
                    505:                ent->speed = 20;
                    506:        else
                    507:                ent->speed *= 0.1;
                    508: 
                    509:        if (!ent->accel)
                    510:                ent->accel = 5;
                    511:        else
                    512:                ent->accel *= 0.1;
                    513: 
                    514:        if (!ent->decel)
                    515:                ent->decel = 5;
                    516:        else
                    517:                ent->decel *= 0.1;
                    518: 
                    519:        if (!ent->dmg)
                    520:                ent->dmg = 2;
                    521: 
                    522:        if (!st.lip)
                    523:                st.lip = 8;
                    524: 
                    525:        // pos1 is the top position, pos2 is the bottom
                    526:        VectorCopy (ent->s.origin, ent->pos1);
                    527:        VectorCopy (ent->s.origin, ent->pos2);
                    528:        if (st.height)
                    529:                ent->pos2[2] -= st.height;
                    530:        else
                    531:                ent->pos2[2] -= (ent->maxs[2] - ent->mins[2]) - st.lip;
                    532: 
                    533:        ent->use = Use_Plat;
                    534: 
                    535:        plat_spawn_inside_trigger (ent);        // the "start moving" trigger   
                    536: 
                    537:        if (ent->targetname)
                    538:        {
                    539:                ent->moveinfo.state = STATE_UP;
                    540:        }
                    541:        else
                    542:        {
                    543:                VectorCopy (ent->pos2, ent->s.origin);
                    544:                gi.linkentity (ent);
                    545:                ent->moveinfo.state = STATE_BOTTOM;
                    546:        }
                    547: 
                    548:        ent->moveinfo.speed = ent->speed;
                    549:        ent->moveinfo.accel = ent->accel;
                    550:        ent->moveinfo.decel = ent->decel;
                    551:        ent->moveinfo.wait = ent->wait;
                    552:        VectorCopy (ent->pos1, ent->moveinfo.start_origin);
                    553:        VectorCopy (ent->s.angles, ent->moveinfo.start_angles);
                    554:        VectorCopy (ent->pos2, ent->moveinfo.end_origin);
                    555:        VectorCopy (ent->s.angles, ent->moveinfo.end_angles);
                    556: 
                    557:        ent->moveinfo.sound_start = gi.soundindex ("plats/pt1_strt.wav");
                    558:        ent->moveinfo.sound_middle = gi.soundindex ("plats/pt1_mid.wav");
                    559:        ent->moveinfo.sound_end = gi.soundindex ("plats/pt1_end.wav");
                    560: }
                    561: 
                    562: //====================================================================
                    563: 
                    564: /*QUAKED func_rotating (0 .5 .8) ? START_ON REVERSE X_AXIS Y_AXIS TOUCH_PAIN STOP ANIMATED ANIMATED_FAST
                    565: You need to have an origin brush as part of this entity.  The center of that brush will be
                    566: the point around which it is rotated. It will rotate around the Z axis by default.  You can
                    567: check either the X_AXIS or Y_AXIS box to change that.
                    568: 
                    569: "speed" determines how fast it moves; default value is 100.
                    570: "dmg"  damage to inflict when blocked (2 default)
                    571: 
                    572: REVERSE will cause the it to rotate in the opposite direction.
                    573: STOP mean it will stop moving instead of pushing entities
                    574: */
                    575: 
                    576: void rotating_blocked (edict_t *self, edict_t *other)
                    577: {
                    578:        T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
                    579: }
                    580: 
                    581: void rotating_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
                    582: {
                    583:        if (self->avelocity[0] || self->avelocity[1] || self->avelocity[2])
                    584:                T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
                    585: }
                    586: 
                    587: void rotating_use (edict_t *self, edict_t *other, edict_t *activator)
                    588: {
                    589:        if (!VectorCompare (self->avelocity, vec3_origin))
                    590:        {
                    591:                self->s.sound = 0;
                    592:                VectorClear (self->avelocity);
                    593:                self->touch = NULL;
                    594:        }
                    595:        else
                    596:        {
                    597:                self->s.sound = self->moveinfo.sound_middle;
                    598:                VectorScale (self->movedir, self->speed, self->avelocity);
                    599:                if (self->spawnflags & 16)
                    600:                        self->touch = rotating_touch;
                    601:        }
                    602: }
                    603: 
                    604: void SP_func_rotating (edict_t *ent)
                    605: {
                    606:        ent->solid = SOLID_BSP;
                    607:        if (ent->spawnflags & 32)
                    608:                ent->movetype = MOVETYPE_STOP;
                    609:        else
                    610:                ent->movetype = MOVETYPE_PUSH;
                    611: 
                    612:        // set the axis of rotation
                    613:        VectorClear(ent->movedir);
                    614:        if (ent->spawnflags & 4)
                    615:                ent->movedir[2] = 1.0;
                    616:        else if (ent->spawnflags & 8)
                    617:                ent->movedir[0] = 1.0;
                    618:        else // Z_AXIS
                    619:                ent->movedir[1] = 1.0;
                    620: 
                    621:        // check for reverse rotation
                    622:        if (ent->spawnflags & 2)
                    623:                VectorNegate (ent->movedir, ent->movedir);
                    624: 
                    625:        if (!ent->speed)
                    626:                ent->speed = 100;
                    627:        if (!ent->dmg)
                    628:                ent->dmg = 2;
                    629: 
                    630: //     ent->moveinfo.sound_middle = "doors/hydro1.wav";
                    631: 
                    632:        ent->use = rotating_use;
                    633:        if (ent->dmg)
                    634:                ent->blocked = rotating_blocked;
                    635: 
                    636:        if (ent->spawnflags & 1)
                    637:                ent->use (ent, NULL, NULL);
                    638: 
                    639:        if (ent->spawnflags & 64)
                    640:                ent->s.effects |= EF_ANIM_ALL;
                    641:        if (ent->spawnflags & 128)
                    642:                ent->s.effects |= EF_ANIM_ALLFAST;
                    643: 
                    644:        gi.setmodel (ent, ent->model);
                    645:        gi.linkentity (ent);
                    646: }
                    647: 
                    648: /*
                    649: ======================================================================
                    650: 
                    651: BUTTONS
                    652: 
                    653: ======================================================================
                    654: */
                    655: 
                    656: /*QUAKED func_button (0 .5 .8) ?
                    657: 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.
                    658: 
                    659: "angle"                determines the opening direction
                    660: "target"       all entities with a matching targetname will be used
                    661: "speed"                override the default 40 speed
                    662: "wait"         override the default 1 second wait (-1 = never return)
                    663: "lip"          override the default 4 pixel lip remaining at end of move
                    664: "health"       if set, the button must be killed instead of touched
                    665: "sounds"
                    666: 1) silent
                    667: 2) steam metal
                    668: 3) wooden clunk
                    669: 4) metallic click
                    670: 5) in-out
                    671: */
                    672: 
                    673: void button_done (edict_t *self)
                    674: {
                    675:        self->moveinfo.state = STATE_BOTTOM;
                    676:        self->s.effects &= ~EF_ANIM23;
                    677:        self->s.effects |= EF_ANIM01;
                    678: }
                    679: 
                    680: void button_return (edict_t *self)
                    681: {
                    682:        self->moveinfo.state = STATE_DOWN;
                    683: 
                    684:        Move_Calc (self, self->moveinfo.start_origin, button_done);
                    685: 
                    686:        self->s.frame = 0;
                    687: 
                    688:        if (self->health)
                    689:                self->takedamage = DAMAGE_YES;
                    690: }
                    691: 
                    692: void button_wait (edict_t *self)
                    693: {
                    694:        self->moveinfo.state = STATE_TOP;
                    695:        self->s.effects &= ~EF_ANIM01;
                    696:        self->s.effects |= EF_ANIM23;
                    697: 
                    698:        G_UseTargets (self, self->activator);
                    699:        self->s.frame = 1;
                    700:        if (self->moveinfo.wait >= 0)
                    701:        {
                    702:                self->nextthink = level.time + self->moveinfo.wait;
                    703:                self->think = button_return;
                    704:        }
                    705: }
                    706: 
                    707: void button_fire (edict_t *self)
                    708: {
                    709:        if (self->moveinfo.state == STATE_UP || self->moveinfo.state == STATE_TOP)
                    710:                return;
                    711: 
                    712:        self->moveinfo.state = STATE_UP;
                    713:        if (self->moveinfo.sound_start && !(self->flags & FL_TEAMSLAVE))
                    714:                gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
                    715:        Move_Calc (self, self->moveinfo.end_origin, button_wait);
                    716: }
                    717: 
                    718: void button_use (edict_t *self, edict_t *other, edict_t *activator)
                    719: {
                    720:        self->activator = activator;
                    721:        button_fire (self);
                    722: }
                    723: 
                    724: void button_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
                    725: {
                    726:        if (!other->client)
                    727:                return;
                    728: 
                    729:        if (other->health <= 0)
                    730:                return;
                    731: 
                    732:        self->activator = other;
                    733:        button_fire (self);
                    734: }
                    735: 
                    736: void button_killed (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
                    737: {
                    738:        self->activator = attacker;
                    739:        self->health = self->max_health;
                    740:        self->takedamage = DAMAGE_NO;
                    741:        button_fire (self);
                    742: }
                    743: 
                    744: void SP_func_button (edict_t *ent)
                    745: {
                    746:        vec3_t  abs_movedir;
                    747:        float   dist;
                    748: 
                    749:        G_SetMovedir (ent->s.angles, ent->movedir);
                    750:        ent->movetype = MOVETYPE_STOP;
                    751:        ent->solid = SOLID_BSP;
                    752:        gi.setmodel (ent, ent->model);
                    753: 
                    754:        if (ent->sounds != 1)
                    755:                ent->moveinfo.sound_start = gi.soundindex ("switches/butn2.wav");
                    756:        
                    757:        if (!ent->speed)
                    758:                ent->speed = 40;
                    759:        if (!ent->accel)
                    760:                ent->accel = ent->speed;
                    761:        if (!ent->decel)
                    762:                ent->decel = ent->speed;
                    763: 
                    764:        if (!ent->wait)
                    765:                ent->wait = 3;
                    766:        if (!st.lip)
                    767:                st.lip = 4;
                    768: 
                    769:        VectorCopy (ent->s.origin, ent->pos1);
                    770:        abs_movedir[0] = fabs(ent->movedir[0]);
                    771:        abs_movedir[1] = fabs(ent->movedir[1]);
                    772:        abs_movedir[2] = fabs(ent->movedir[2]);
                    773:        dist = abs_movedir[0] * ent->size[0] + abs_movedir[1] * ent->size[1] + abs_movedir[2] * ent->size[2] - st.lip;
                    774:        VectorMA (ent->pos1, dist, ent->movedir, ent->pos2);
                    775: 
                    776:        ent->use = button_use;
                    777:        ent->s.effects |= EF_ANIM01;
                    778: 
                    779:        if (ent->health)
                    780:        {
                    781:                ent->max_health = ent->health;
                    782:                ent->die = button_killed;
                    783:                ent->takedamage = DAMAGE_YES;
                    784:        }
                    785:        else if (! ent->targetname)
                    786:                ent->touch = button_touch;
                    787: 
                    788:        ent->moveinfo.state = STATE_BOTTOM;
                    789: 
                    790:        ent->moveinfo.speed = ent->speed;
                    791:        ent->moveinfo.accel = ent->accel;
                    792:        ent->moveinfo.decel = ent->decel;
                    793:        ent->moveinfo.wait = ent->wait;
                    794:        VectorCopy (ent->pos1, ent->moveinfo.start_origin);
                    795:        VectorCopy (ent->s.angles, ent->moveinfo.start_angles);
                    796:        VectorCopy (ent->pos2, ent->moveinfo.end_origin);
                    797:        VectorCopy (ent->s.angles, ent->moveinfo.end_angles);
                    798: 
                    799:        gi.linkentity (ent);
                    800: }
                    801: 
                    802: /*
                    803: ======================================================================
                    804: 
                    805: DOORS
                    806: 
                    807:   spawn a trigger surrounding the entire team unless it is
                    808:   already targeted by another
                    809: 
                    810: ======================================================================
                    811: */
                    812: 
                    813: /*QUAKED func_door (0 .5 .8) ? START_OPEN x CRUSHER NOMONSTER ANIMATED TOGGLE ANIMATED_FAST
                    814: TOGGLE         wait in both the start and end states for a trigger event.
                    815: 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).
                    816: NOMONSTER      monsters will not trigger this door
                    817: 
                    818: "message"      is printed when the door is touched if it is a trigger door and it hasn't been fired yet
                    819: "angle"                determines the opening direction
                    820: "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
                    821: "health"       if set, door must be shot open
                    822: "speed"                movement speed (100 default)
                    823: "wait"         wait before returning (3 default, -1 = never return)
                    824: "lip"          lip remaining at end of move (8 default)
                    825: "dmg"          damage to inflict when blocked (2 default)
                    826: "sounds"
                    827: 1)     silent
                    828: 2)     light
                    829: 3)     medium
                    830: 4)     heavy
                    831: */
                    832: 
                    833: void door_use_areaportals (edict_t *self, qboolean open)
                    834: {
                    835:        edict_t *t = NULL;
                    836: 
                    837:        if (!self->target)
                    838:                return;
                    839: 
                    840:        while ((t = G_Find (t, FOFS(targetname), self->target)))
                    841:        {
                    842:                if (Q_stricmp(t->classname, "func_areaportal") == 0)
                    843:                {
                    844:                        gi.SetAreaPortalState (t->style, open);
                    845:                }
                    846:        }
                    847: }
                    848: 
                    849: void door_go_down (edict_t *self);
                    850: 
                    851: void door_hit_top (edict_t *self)
                    852: {
                    853:        if (!(self->flags & FL_TEAMSLAVE))
                    854:        {
                    855:                if (self->moveinfo.sound_end)
                    856:                        gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0);
                    857:                self->s.sound = 0;
                    858:        }
                    859:        self->moveinfo.state = STATE_TOP;
                    860:        if (self->spawnflags & DOOR_TOGGLE)
                    861:                return;
                    862:        if (self->moveinfo.wait >= 0)
                    863:        {
                    864:                self->think = door_go_down;
                    865:                self->nextthink = level.time + self->moveinfo.wait;
                    866:        }
                    867: }
                    868: 
                    869: void door_hit_bottom (edict_t *self)
                    870: {
                    871:        if (!(self->flags & FL_TEAMSLAVE))
                    872:        {
                    873:                if (self->moveinfo.sound_end)
                    874:                        gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0);
                    875:                self->s.sound = 0;
                    876:        }
                    877:        self->moveinfo.state = STATE_BOTTOM;
                    878:        door_use_areaportals (self, false);
                    879: }
                    880: 
                    881: void door_go_down (edict_t *self)
                    882: {
                    883:        if (!(self->flags & FL_TEAMSLAVE))
                    884:        {
                    885:                if (self->moveinfo.sound_start)
                    886:                        gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
                    887:                self->s.sound = self->moveinfo.sound_middle;
                    888:        }
                    889:        if (self->max_health)
                    890:        {
                    891:                self->takedamage = DAMAGE_YES;
                    892:                self->health = self->max_health;
                    893:        }
                    894:        
                    895:        self->moveinfo.state = STATE_DOWN;
                    896:        if (strcmp(self->classname, "func_door") == 0)
                    897:                Move_Calc (self, self->moveinfo.start_origin, door_hit_bottom);
                    898:        else if (strcmp(self->classname, "func_door_rotating") == 0)
                    899:                AngleMove_Calc (self, door_hit_bottom);
                    900: }
                    901: 
                    902: void door_go_up (edict_t *self, edict_t *activator)
                    903: {
                    904:        if (self->moveinfo.state == STATE_UP)
                    905:                return;         // already going up
                    906: 
                    907:        if (self->moveinfo.state == STATE_TOP)
                    908:        {       // reset top wait time
                    909:                if (self->moveinfo.wait >= 0)
                    910:                        self->nextthink = level.time + self->moveinfo.wait;
                    911:                return;
                    912:        }
                    913:        
                    914:        if (!(self->flags & FL_TEAMSLAVE))
                    915:        {
                    916:                if (self->moveinfo.sound_start)
                    917:                        gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
                    918:                self->s.sound = self->moveinfo.sound_middle;
                    919:        }
                    920:        self->moveinfo.state = STATE_UP;
                    921:        if (strcmp(self->classname, "func_door") == 0)
                    922:                Move_Calc (self, self->moveinfo.end_origin, door_hit_top);
                    923:        else if (strcmp(self->classname, "func_door_rotating") == 0)
                    924:                AngleMove_Calc (self, door_hit_top);
                    925: 
                    926:        G_UseTargets (self, activator);
                    927:        door_use_areaportals (self, true);
                    928: }
                    929: 
                    930: void door_use (edict_t *self, edict_t *other, edict_t *activator)
                    931: {
                    932:        edict_t *ent;
                    933: 
                    934:        if (self->flags & FL_TEAMSLAVE)
                    935:                return;
                    936: 
                    937:        if (self->spawnflags & DOOR_TOGGLE)
                    938:        {
                    939:                if (self->moveinfo.state == STATE_UP || self->moveinfo.state == STATE_TOP)
                    940:                {
                    941:                        // trigger all paired doors
                    942:                        for (ent = self ; ent ; ent = ent->teamchain)
                    943:                        {
                    944:                                ent->message = NULL;
                    945:                                ent->touch = NULL;
                    946:                                door_go_down (ent);
                    947:                        }
                    948:                        return;
                    949:                }
                    950:        }
                    951:        
                    952:        // trigger all paired doors
                    953:        for (ent = self ; ent ; ent = ent->teamchain)
                    954:        {
                    955:                ent->message = NULL;
                    956:                ent->touch = NULL;
                    957:                door_go_up (ent, activator);
                    958:        }
                    959: };
                    960: 
                    961: void Touch_DoorTrigger (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
                    962: {
                    963:        if (other->health <= 0)
                    964:                return;
                    965: 
                    966:        if (!(other->svflags & SVF_MONSTER) && (!other->client))
                    967:                return;
                    968: 
                    969:        if ((self->owner->spawnflags & DOOR_NOMONSTER) && (other->svflags & SVF_MONSTER))
                    970:                return;
                    971: 
                    972:        if (level.time < self->touch_debounce_time)
                    973:                return;
                    974:        self->touch_debounce_time = level.time + 1.0;
                    975: 
                    976:        door_use (self->owner, other, other);
                    977: }
                    978: 
                    979: void Think_CalcMoveSpeed (edict_t *self)
                    980: {
                    981:        edict_t *ent;
                    982:        float   min;
                    983:        float   time;
                    984:        float   newspeed;
                    985:        float   ratio;
                    986:        float   dist;
                    987: 
                    988:        if (self->flags & FL_TEAMSLAVE)
                    989:                return;         // only the team master does this
                    990: 
                    991:        // find the smallest distance any member of the team will be moving
                    992:        min = fabs(self->moveinfo.distance);
                    993:        for (ent = self->teamchain; ent; ent = ent->teamchain)
                    994:        {
                    995:                dist = fabs(ent->moveinfo.distance);
                    996:                if (dist < min)
                    997:                        min = dist;
                    998:        }
                    999: 
                   1000:        time = min / self->moveinfo.speed;
                   1001: 
                   1002:        // adjust speeds so they will all complete at the same time
                   1003:        for (ent = self; ent; ent = ent->teamchain)
                   1004:        {
                   1005:                newspeed = fabs(ent->moveinfo.distance) / time;
                   1006:                ratio = newspeed / ent->moveinfo.speed;
                   1007:                if (ent->moveinfo.accel == ent->moveinfo.speed)
                   1008:                        ent->moveinfo.accel = newspeed;
                   1009:                else
                   1010:                        ent->moveinfo.accel *= ratio;
                   1011:                if (ent->moveinfo.decel == ent->moveinfo.speed)
                   1012:                        ent->moveinfo.decel = newspeed;
                   1013:                else
                   1014:                        ent->moveinfo.decel *= ratio;
                   1015:                ent->moveinfo.speed = newspeed;
                   1016:        }
                   1017: }
                   1018: 
                   1019: void Think_SpawnDoorTrigger (edict_t *ent)
                   1020: {
                   1021:        edict_t         *other;
                   1022:        vec3_t          mins, maxs;
                   1023: 
                   1024:        if (ent->flags & FL_TEAMSLAVE)
                   1025:                return;         // only the team leader spawns a trigger
                   1026: 
                   1027:        VectorCopy (ent->absmin, mins);
                   1028:        VectorCopy (ent->absmax, maxs);
                   1029: 
                   1030:        for (other = ent->teamchain ; other ; other=other->teamchain)
                   1031:        {
                   1032:                AddPointToBounds (other->absmin, mins, maxs);
                   1033:                AddPointToBounds (other->absmax, mins, maxs);
                   1034:        }
                   1035: 
                   1036:        // expand 
                   1037:        mins[0] -= 60;
                   1038:        mins[1] -= 60;
                   1039:        maxs[0] += 60;
                   1040:        maxs[1] += 60;
                   1041: 
                   1042:        other = G_Spawn ();
                   1043:        VectorCopy (mins, other->mins);
                   1044:        VectorCopy (maxs, other->maxs);
                   1045:        other->owner = ent;
                   1046:        other->solid = SOLID_TRIGGER;
                   1047:        other->movetype = MOVETYPE_NONE;
                   1048:        other->touch = Touch_DoorTrigger;
                   1049:        gi.linkentity (other);
                   1050: 
                   1051:        if (ent->spawnflags & DOOR_START_OPEN)
                   1052:                door_use_areaportals (ent, true);
                   1053: 
                   1054:        Think_CalcMoveSpeed (ent);
                   1055: }
                   1056: 
                   1057: void door_blocked  (edict_t *self, edict_t *other)
                   1058: {
                   1059:        edict_t *ent;
                   1060: 
                   1061:        if (!(other->svflags & SVF_MONSTER) && (!other->client) )
                   1062:        {
                   1063:                // give it a chance to go away on it's own terms (like gibs)
                   1064:                T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
                   1065:                // if it's still there, nuke it
                   1066:                if (other)
                   1067:                        BecomeExplosion1 (other);
                   1068:                return;
                   1069:        }
                   1070: 
                   1071:        T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
                   1072: 
                   1073:        if (self->spawnflags & DOOR_CRUSHER)
                   1074:                return;
                   1075: 
                   1076: 
                   1077: // if a door has a negative wait, it would never come back if blocked,
                   1078: // so let it just squash the object to death real fast
                   1079:        if (self->moveinfo.wait >= 0)
                   1080:        {
                   1081:                if (self->moveinfo.state == STATE_DOWN)
                   1082:                {
                   1083:                        for (ent = self->teammaster ; ent ; ent = ent->teamchain)
                   1084:                                door_go_up (ent, ent->activator);
                   1085:                }
                   1086:                else
                   1087:                {
                   1088:                        for (ent = self->teammaster ; ent ; ent = ent->teamchain)
                   1089:                                door_go_down (ent);
                   1090:                }
                   1091:        }
                   1092: }
                   1093: 
                   1094: void door_killed (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
                   1095: {
                   1096:        edict_t *ent;
                   1097: 
                   1098:        for (ent = self->teammaster ; ent ; ent = ent->teamchain)
                   1099:        {
                   1100:                ent->health = ent->max_health;
                   1101:                ent->takedamage = DAMAGE_NO;
                   1102:        }
                   1103:        door_use (self->teammaster, attacker, attacker);
                   1104: }
                   1105: 
                   1106: void door_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
                   1107: {
                   1108:        if (!other->client)
                   1109:                return;
                   1110: 
                   1111:        if (level.time < self->touch_debounce_time)
                   1112:                return;
                   1113:        self->touch_debounce_time = level.time + 5.0;
                   1114: 
                   1115:        gi.centerprintf (other, "%s", self->message);
                   1116:        gi.sound (other, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
                   1117: }
                   1118: 
                   1119: void SP_func_door (edict_t *ent)
                   1120: {
                   1121:        vec3_t  abs_movedir;
                   1122: 
                   1123:        if (ent->sounds != 1)
                   1124:        {
                   1125:                ent->moveinfo.sound_start = gi.soundindex  ("doors/dr1_strt.wav");
                   1126:                ent->moveinfo.sound_middle = gi.soundindex  ("doors/dr1_mid.wav");
                   1127:                ent->moveinfo.sound_end = gi.soundindex  ("doors/dr1_end.wav");
                   1128:        }
                   1129: 
                   1130:        G_SetMovedir (ent->s.angles, ent->movedir);
                   1131:        ent->movetype = MOVETYPE_PUSH;
                   1132:        ent->solid = SOLID_BSP;
                   1133:        gi.setmodel (ent, ent->model);
                   1134: 
                   1135:        ent->blocked = door_blocked;
                   1136:        ent->use = door_use;
                   1137:        
                   1138:        if (!ent->speed)
                   1139:                ent->speed = 100;
                   1140:        if (deathmatch->value)
                   1141:                ent->speed *= 2;
                   1142: 
                   1143:        if (!ent->accel)
                   1144:                ent->accel = ent->speed;
                   1145:        if (!ent->decel)
                   1146:                ent->decel = ent->speed;
                   1147: 
                   1148:        if (!ent->wait)
                   1149:                ent->wait = 3;
                   1150:        if (!st.lip)
                   1151:                st.lip = 8;
                   1152:        if (!ent->dmg)
                   1153:                ent->dmg = 2;
                   1154: 
                   1155:        // calculate second position
                   1156:        VectorCopy (ent->s.origin, ent->pos1);
                   1157:        abs_movedir[0] = fabs(ent->movedir[0]);
                   1158:        abs_movedir[1] = fabs(ent->movedir[1]);
                   1159:        abs_movedir[2] = fabs(ent->movedir[2]);
                   1160:        ent->moveinfo.distance = abs_movedir[0] * ent->size[0] + abs_movedir[1] * ent->size[1] + abs_movedir[2] * ent->size[2] - st.lip;
                   1161:        VectorMA (ent->pos1, ent->moveinfo.distance, ent->movedir, ent->pos2);
                   1162: 
                   1163:        // if it starts open, switch the positions
                   1164:        if (ent->spawnflags & DOOR_START_OPEN)
                   1165:        {
                   1166:                VectorCopy (ent->pos2, ent->s.origin);
                   1167:                VectorCopy (ent->pos1, ent->pos2);
                   1168:                VectorCopy (ent->s.origin, ent->pos1);
                   1169:        }
                   1170: 
                   1171:        ent->moveinfo.state = STATE_BOTTOM;
                   1172: 
                   1173:        if (ent->health)
                   1174:        {
                   1175:                ent->takedamage = DAMAGE_YES;
                   1176:                ent->die = door_killed;
                   1177:                ent->max_health = ent->health;
                   1178:        }
                   1179:        else if (ent->targetname && ent->message)
                   1180:        {
                   1181:                gi.soundindex ("misc/talk.wav");
                   1182:                ent->touch = door_touch;
                   1183:        }
                   1184:        
                   1185:        ent->moveinfo.speed = ent->speed;
                   1186:        ent->moveinfo.accel = ent->accel;
                   1187:        ent->moveinfo.decel = ent->decel;
                   1188:        ent->moveinfo.wait = ent->wait;
                   1189:        VectorCopy (ent->pos1, ent->moveinfo.start_origin);
                   1190:        VectorCopy (ent->s.angles, ent->moveinfo.start_angles);
                   1191:        VectorCopy (ent->pos2, ent->moveinfo.end_origin);
                   1192:        VectorCopy (ent->s.angles, ent->moveinfo.end_angles);
                   1193: 
                   1194:        if (ent->spawnflags & 16)
                   1195:                ent->s.effects |= EF_ANIM_ALL;
                   1196:        if (ent->spawnflags & 64)
                   1197:                ent->s.effects |= EF_ANIM_ALLFAST;
                   1198: 
                   1199:        // to simplify logic elsewhere, make non-teamed doors into a team of one
                   1200:        if (!ent->team)
                   1201:                ent->teammaster = ent;
                   1202: 
                   1203:        gi.linkentity (ent);
                   1204: 
                   1205:        ent->nextthink = level.time + FRAMETIME;
                   1206:        if (ent->health || ent->targetname)
                   1207:                ent->think = Think_CalcMoveSpeed;
                   1208:        else
                   1209:                ent->think = Think_SpawnDoorTrigger;
                   1210: }
                   1211: 
                   1212: 
                   1213: /*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER NOMONSTER ANIMATED TOGGLE X_AXIS Y_AXIS
                   1214: TOGGLE causes the door to wait in both the start and end states for a trigger event.
                   1215: 
                   1216: 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).
                   1217: NOMONSTER      monsters will not trigger this door
                   1218: 
                   1219: You need to have an origin brush as part of this entity.  The center of that brush will be
                   1220: the point around which it is rotated. It will rotate around the Z axis by default.  You can
                   1221: check either the X_AXIS or Y_AXIS box to change that.
                   1222: 
                   1223: "distance" is how many degrees the door will be rotated.
                   1224: "speed" determines how fast the door moves; default value is 100.
                   1225: 
                   1226: REVERSE will cause the door to rotate in the opposite direction.
                   1227: 
                   1228: "message"      is printed when the door is touched if it is a trigger door and it hasn't been fired yet
                   1229: "angle"                determines the opening direction
                   1230: "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
                   1231: "health"       if set, door must be shot open
                   1232: "speed"                movement speed (100 default)
                   1233: "wait"         wait before returning (3 default, -1 = never return)
                   1234: "dmg"          damage to inflict when blocked (2 default)
                   1235: "sounds"
                   1236: 1)     silent
                   1237: 2)     light
                   1238: 3)     medium
                   1239: 4)     heavy
                   1240: */
                   1241: 
                   1242: void SP_func_door_rotating (edict_t *ent)
                   1243: {
                   1244:        VectorClear (ent->s.angles);
                   1245: 
                   1246:        // set the axis of rotation
                   1247:        VectorClear(ent->movedir);
                   1248:        if (ent->spawnflags & DOOR_X_AXIS)
                   1249:                ent->movedir[2] = 1.0;
                   1250:        else if (ent->spawnflags & DOOR_Y_AXIS)
                   1251:                ent->movedir[0] = 1.0;
                   1252:        else // Z_AXIS
                   1253:                ent->movedir[1] = 1.0;
                   1254: 
                   1255:        // check for reverse rotation
                   1256:        if (ent->spawnflags & DOOR_REVERSE)
                   1257:                VectorNegate (ent->movedir, ent->movedir);
                   1258: 
                   1259:        if (!st.distance)
                   1260:        {
                   1261:                gi.dprintf("%s at %s with no distance set\n", ent->classname, vtos(ent->s.origin));
                   1262:                st.distance = 90;
                   1263:        }
                   1264: 
                   1265:        VectorCopy (ent->s.angles, ent->pos1);
                   1266:        VectorMA (ent->s.angles, st.distance, ent->movedir, ent->pos2);
                   1267:        ent->moveinfo.distance = st.distance;
                   1268: 
                   1269:        ent->movetype = MOVETYPE_PUSH;
                   1270:        ent->solid = SOLID_BSP;
                   1271:        gi.setmodel (ent, ent->model);
                   1272: 
                   1273:        ent->blocked = door_blocked;
                   1274:        ent->use = door_use;
                   1275: 
                   1276:        if (!ent->speed)
                   1277:                ent->speed = 100;
                   1278:        if (!ent->accel)
                   1279:                ent->accel = ent->speed;
                   1280:        if (!ent->decel)
                   1281:                ent->decel = ent->speed;
                   1282: 
                   1283:        if (!ent->wait)
                   1284:                ent->wait = 3;
                   1285:        if (!ent->dmg)
                   1286:                ent->dmg = 2;
                   1287: 
                   1288:        if (ent->sounds != 1)
                   1289:        {
                   1290:                ent->moveinfo.sound_start = gi.soundindex  ("doors/dr1_strt.wav");
                   1291:                ent->moveinfo.sound_middle = gi.soundindex  ("doors/dr1_mid.wav");
                   1292:                ent->moveinfo.sound_end = gi.soundindex  ("doors/dr1_end.wav");
                   1293:        }
                   1294: 
                   1295:        // if it starts open, switch the positions
                   1296:        if (ent->spawnflags & DOOR_START_OPEN)
                   1297:        {
                   1298:                VectorCopy (ent->pos2, ent->s.angles);
                   1299:                VectorCopy (ent->pos1, ent->pos2);
                   1300:                VectorCopy (ent->s.angles, ent->pos1);
                   1301:                VectorNegate (ent->movedir, ent->movedir);
                   1302:        }
                   1303: 
                   1304:        if (ent->health)
                   1305:        {
                   1306:                ent->takedamage = DAMAGE_YES;
                   1307:                ent->die = door_killed;
                   1308:                ent->max_health = ent->health;
                   1309:        }
                   1310:        
                   1311:        if (ent->targetname && ent->message)
                   1312:        {
                   1313:                gi.soundindex ("misc/talk.wav");
                   1314:                ent->touch = door_touch;
                   1315:        }
                   1316: 
                   1317:        ent->moveinfo.state = STATE_BOTTOM;
                   1318:        ent->moveinfo.speed = ent->speed;
                   1319:        ent->moveinfo.accel = ent->accel;
                   1320:        ent->moveinfo.decel = ent->decel;
                   1321:        ent->moveinfo.wait = ent->wait;
                   1322:        VectorCopy (ent->s.origin, ent->moveinfo.start_origin);
                   1323:        VectorCopy (ent->pos1, ent->moveinfo.start_angles);
                   1324:        VectorCopy (ent->s.origin, ent->moveinfo.end_origin);
                   1325:        VectorCopy (ent->pos2, ent->moveinfo.end_angles);
                   1326: 
                   1327:        if (ent->spawnflags & 16)
                   1328:                ent->s.effects |= EF_ANIM_ALL;
                   1329: 
                   1330:        // to simplify logic elsewhere, make non-teamed doors into a team of one
                   1331:        if (!ent->team)
                   1332:                ent->teammaster = ent;
                   1333: 
                   1334:        gi.linkentity (ent);
                   1335: 
                   1336:        ent->nextthink = level.time + FRAMETIME;
                   1337:        if (ent->health || ent->targetname)
                   1338:                ent->think = Think_CalcMoveSpeed;
                   1339:        else
                   1340:                ent->think = Think_SpawnDoorTrigger;
                   1341: }
                   1342: 
                   1343: 
                   1344: /*QUAKED func_water (0 .5 .8) ? START_OPEN
                   1345: func_water is a moveable water brush.  It must be targeted to operate.  Use a non-water texture at your own risk.
                   1346: 
                   1347: START_OPEN causes the water to move to its destination when spawned and operate in reverse.
                   1348: 
                   1349: "angle"                determines the opening direction (up or down only)
                   1350: "speed"                movement speed (25 default)
                   1351: "wait"         wait before returning (-1 default, -1 = TOGGLE)
                   1352: "lip"          lip remaining at end of move (0 default)
                   1353: "sounds"       (yes, these need to be changed)
                   1354: 0)     no sound
                   1355: 1)     water
                   1356: 2)     lava
                   1357: */
                   1358: 
                   1359: void SP_func_water (edict_t *self)
                   1360: {
                   1361:        vec3_t  abs_movedir;
                   1362: 
                   1363:        G_SetMovedir (self->s.angles, self->movedir);
                   1364:        self->movetype = MOVETYPE_PUSH;
                   1365:        self->solid = SOLID_BSP;
                   1366:        gi.setmodel (self, self->model);
                   1367: 
                   1368:        switch (self->sounds)
                   1369:        {
                   1370:                default:
                   1371:                        break;
                   1372: 
                   1373:                case 1: // water
                   1374:                        self->moveinfo.sound_start = gi.soundindex  ("world/mov_watr.wav");
                   1375:                        self->moveinfo.sound_end = gi.soundindex  ("world/stp_watr.wav");
                   1376:                        break;
                   1377: 
                   1378:                case 2: // lava
                   1379:                        self->moveinfo.sound_start = gi.soundindex  ("world/mov_watr.wav");
                   1380:                        self->moveinfo.sound_end = gi.soundindex  ("world/stp_watr.wav");
                   1381:                        break;
                   1382:        }
                   1383: 
                   1384:        // calculate second position
                   1385:        VectorCopy (self->s.origin, self->pos1);
                   1386:        abs_movedir[0] = fabs(self->movedir[0]);
                   1387:        abs_movedir[1] = fabs(self->movedir[1]);
                   1388:        abs_movedir[2] = fabs(self->movedir[2]);
                   1389:        self->moveinfo.distance = abs_movedir[0] * self->size[0] + abs_movedir[1] * self->size[1] + abs_movedir[2] * self->size[2] - st.lip;
                   1390:        VectorMA (self->pos1, self->moveinfo.distance, self->movedir, self->pos2);
                   1391: 
                   1392:        // if it starts open, switch the positions
                   1393:        if (self->spawnflags & DOOR_START_OPEN)
                   1394:        {
                   1395:                VectorCopy (self->pos2, self->s.origin);
                   1396:                VectorCopy (self->pos1, self->pos2);
                   1397:                VectorCopy (self->s.origin, self->pos1);
                   1398:        }
                   1399: 
                   1400:        VectorCopy (self->pos1, self->moveinfo.start_origin);
                   1401:        VectorCopy (self->s.angles, self->moveinfo.start_angles);
                   1402:        VectorCopy (self->pos2, self->moveinfo.end_origin);
                   1403:        VectorCopy (self->s.angles, self->moveinfo.end_angles);
                   1404: 
                   1405:        self->moveinfo.state = STATE_BOTTOM;
                   1406: 
                   1407:        if (!self->speed)
                   1408:                self->speed = 25;
                   1409:        self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed = self->speed;
                   1410: 
                   1411:        if (!self->wait)
                   1412:                self->wait = -1;
                   1413:        self->moveinfo.wait = self->wait;
                   1414: 
                   1415:        self->use = door_use;
                   1416: 
                   1417:        if (self->wait == -1)
                   1418:                self->spawnflags |= DOOR_TOGGLE;
                   1419: 
                   1420:        self->classname = "func_door";
                   1421: 
                   1422:        gi.linkentity (self);
                   1423: }
                   1424: 
                   1425: 
                   1426: #define TRAIN_START_ON         1
                   1427: #define TRAIN_TOGGLE           2
                   1428: #define TRAIN_BLOCK_STOPS      4
                   1429: 
                   1430: /*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS
                   1431: Trains are moving platforms that players can ride.
                   1432: The targets origin specifies the min point of the train at each corner.
                   1433: The train spawns at the first target it is pointing at.
                   1434: If the train is the target of a button or trigger, it will not begin moving until activated.
                   1435: speed  default 100
                   1436: dmg            default 2
                   1437: noise  looping sound to play when the train is in motion
                   1438: 
                   1439: */
                   1440: void train_next (edict_t *self);
                   1441: 
                   1442: void train_blocked (edict_t *self, edict_t *other)
                   1443: {
                   1444:        if (!(other->svflags & SVF_MONSTER) && (!other->client) )
                   1445:        {
                   1446:                // give it a chance to go away on it's own terms (like gibs)
                   1447:                T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
                   1448:                // if it's still there, nuke it
                   1449:                if (other)
                   1450:                        BecomeExplosion1 (other);
                   1451:                return;
                   1452:        }
                   1453: 
                   1454:        if (level.time < self->touch_debounce_time)
                   1455:                return;
                   1456: 
                   1457:        if (!self->dmg)
                   1458:                return;
                   1459:        self->touch_debounce_time = level.time + 0.5;
                   1460:        T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
                   1461: }
                   1462: 
                   1463: void train_wait (edict_t *self)
                   1464: {
                   1465:        if (self->target_ent->pathtarget)
                   1466:        {
                   1467:                char    *savetarget;
                   1468:                edict_t *ent;
                   1469: 
                   1470:                ent = self->target_ent;
                   1471:                savetarget = ent->target;
                   1472:                ent->target = ent->pathtarget;
                   1473:                G_UseTargets (ent, self->activator);
                   1474:                ent->target = savetarget;
                   1475: 
                   1476:                // make sure we didn't get killed by a killtarget
                   1477:                if (!self->inuse)
                   1478:                        return;
                   1479:        }
                   1480: 
                   1481:        if (self->moveinfo.wait)
                   1482:        {
                   1483:                if (self->moveinfo.wait > 0)
                   1484:                {
                   1485:                        self->nextthink = level.time + self->moveinfo.wait;
                   1486:                        self->think = train_next;
                   1487:                }
                   1488:                else if (self->spawnflags & TRAIN_TOGGLE)  // && wait < 0
                   1489:                {
                   1490:                        train_next (self);
                   1491:                        self->spawnflags &= ~TRAIN_START_ON;
                   1492:                        VectorClear (self->velocity);
                   1493:                        self->nextthink = 0;
                   1494:                }
                   1495: 
                   1496:                if (!(self->flags & FL_TEAMSLAVE))
                   1497:                {
                   1498:                        if (self->moveinfo.sound_end)
                   1499:                                gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0);
                   1500:                        self->s.sound = 0;
                   1501:                }
                   1502:        }
                   1503:        else
                   1504:        {
                   1505:                train_next (self);
                   1506:        }
                   1507:        
                   1508: }
                   1509: 
                   1510: void train_next (edict_t *self)
                   1511: {
                   1512:        edict_t         *ent;
                   1513:        vec3_t          dest;
                   1514:        qboolean        first;
                   1515: 
                   1516:        first = true;
                   1517: again:
                   1518:        if (!self->target)
                   1519:        {
                   1520: //             gi.dprintf ("train_next: no next target\n");
                   1521:                return;
                   1522:        }
                   1523: 
                   1524:        ent = G_PickTarget (self->target);
                   1525:        if (!ent)
                   1526:        {
                   1527:                gi.dprintf ("train_next: bad target %s\n", self->target);
                   1528:                return;
                   1529:        }
                   1530: 
                   1531:        self->target = ent->target;
                   1532: 
                   1533:        // check for a teleport path_corner
                   1534:        if (ent->spawnflags & 1)
                   1535:        {
                   1536:                if (!first)
                   1537:                {
                   1538:                        gi.dprintf ("connected teleport path_corners, see %s at %s\n", ent->classname, vtos(ent->s.origin));
                   1539:                        return;
                   1540:                }
                   1541:                first = false;
                   1542:                VectorSubtract (ent->s.origin, self->mins, self->s.origin);
                   1543:                VectorCopy (self->s.origin, self->s.old_origin);
1.1.1.2 ! root     1544:                self->s.event = EV_OTHER_TELEPORT;
1.1       root     1545:                gi.linkentity (self);
                   1546:                goto again;
                   1547:        }
                   1548: 
                   1549:        self->moveinfo.wait = ent->wait;
                   1550:        self->target_ent = ent;
                   1551: 
                   1552:        if (!(self->flags & FL_TEAMSLAVE))
                   1553:        {
                   1554:                if (self->moveinfo.sound_start)
                   1555:                        gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
                   1556:                self->s.sound = self->moveinfo.sound_middle;
                   1557:        }
                   1558: 
                   1559:        VectorSubtract (ent->s.origin, self->mins, dest);
                   1560:        self->moveinfo.state = STATE_TOP;
                   1561:        VectorCopy (self->s.origin, self->moveinfo.start_origin);
                   1562:        VectorCopy (dest, self->moveinfo.end_origin);
                   1563:        Move_Calc (self, dest, train_wait);
                   1564:        self->spawnflags |= TRAIN_START_ON;
                   1565: }
                   1566: 
                   1567: void train_resume (edict_t *self)
                   1568: {
                   1569:        edict_t *ent;
                   1570:        vec3_t  dest;
                   1571: 
                   1572:        ent = self->target_ent;
                   1573: 
                   1574:        VectorSubtract (ent->s.origin, self->mins, dest);
                   1575:        self->moveinfo.state = STATE_TOP;
                   1576:        VectorCopy (self->s.origin, self->moveinfo.start_origin);
                   1577:        VectorCopy (dest, self->moveinfo.end_origin);
                   1578:        Move_Calc (self, dest, train_wait);
                   1579:        self->spawnflags |= TRAIN_START_ON;
                   1580: }
                   1581: 
                   1582: void func_train_find (edict_t *self)
                   1583: {
                   1584:        edict_t *ent;
                   1585: 
                   1586:        if (!self->target)
                   1587:        {
                   1588:                gi.dprintf ("train_find: no target\n");
                   1589:                return;
                   1590:        }
                   1591:        ent = G_PickTarget (self->target);
                   1592:        if (!ent)
                   1593:        {
                   1594:                gi.dprintf ("train_find: target %s not found\n", self->target);
                   1595:                return;
                   1596:        }
                   1597:        self->target = ent->target;
                   1598: 
                   1599:        VectorSubtract (ent->s.origin, self->mins, self->s.origin);
                   1600:        gi.linkentity (self);
                   1601: 
                   1602:        // if not triggered, start immediately
                   1603:        if (!self->targetname)
                   1604:                self->spawnflags |= TRAIN_START_ON;
                   1605: 
                   1606:        if (self->spawnflags & TRAIN_START_ON)
                   1607:        {
                   1608:                self->nextthink = level.time + FRAMETIME;
                   1609:                self->think = train_next;
                   1610:                self->activator = self;
                   1611:        }
                   1612: }
                   1613: 
                   1614: void train_use (edict_t *self, edict_t *other, edict_t *activator)
                   1615: {
                   1616:        self->activator = activator;
                   1617: 
                   1618:        if (self->spawnflags & TRAIN_START_ON)
                   1619:        {
                   1620:                if (!(self->spawnflags & TRAIN_TOGGLE))
                   1621:                        return;
                   1622:                self->spawnflags &= ~TRAIN_START_ON;
                   1623:                VectorClear (self->velocity);
                   1624:                self->nextthink = 0;
                   1625:        }
                   1626:        else
                   1627:        {
                   1628:                if (self->target_ent)
                   1629:                        train_resume(self);
                   1630:                else
                   1631:                        train_next(self);
                   1632:        }
                   1633: }
                   1634: 
                   1635: void SP_func_train (edict_t *self)
                   1636: {
                   1637:        self->movetype = MOVETYPE_PUSH;
                   1638: 
                   1639:        VectorClear (self->s.angles);
                   1640:        self->blocked = train_blocked;
                   1641:        if (self->spawnflags & TRAIN_BLOCK_STOPS)
                   1642:                self->dmg = 0;
                   1643:        else
                   1644:        {
                   1645:                if (!self->dmg)
                   1646:                        self->dmg = 100;
                   1647:        }
                   1648:        self->solid = SOLID_BSP;
                   1649:        gi.setmodel (self, self->model);
                   1650: 
                   1651:        if (st.noise)
                   1652:                self->moveinfo.sound_middle = gi.soundindex  (st.noise);
                   1653: 
                   1654:        if (!self->speed)
                   1655:                self->speed = 100;
                   1656: 
                   1657:        self->moveinfo.speed = self->speed;
                   1658:        self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed;
                   1659: 
                   1660:        self->use = train_use;
                   1661: 
                   1662:        gi.linkentity (self);
                   1663: 
                   1664:        if (self->target)
                   1665:        {
                   1666:                // start trains on the second frame, to make sure their targets have had
                   1667:                // a chance to spawn
                   1668:                self->nextthink = level.time + FRAMETIME;
                   1669:                self->think = func_train_find;
                   1670:        }
                   1671:        else
                   1672:        {
                   1673:                gi.dprintf ("func_train without a target at %s\n", vtos(self->absmin));
                   1674:        }
                   1675: }
                   1676: 
                   1677: 
                   1678: /*QUAKED trigger_elevator (0.3 0.1 0.6) (-8 -8 -8) (8 8 8)
                   1679: */
                   1680: void trigger_elevator_use (edict_t *self, edict_t *other, edict_t *activator)
                   1681: {
                   1682:        edict_t *target;
                   1683: 
                   1684:        if (self->movetarget->nextthink)
                   1685:        {
                   1686: //             gi.dprintf("elevator busy\n");
                   1687:                return;
                   1688:        }
                   1689: 
                   1690:        if (!other->pathtarget)
                   1691:        {
                   1692:                gi.dprintf("elevator used with no pathtarget\n");
                   1693:                return;
                   1694:        }
                   1695: 
                   1696:        target = G_PickTarget (other->pathtarget);
                   1697:        if (!target)
                   1698:        {
                   1699:                gi.dprintf("elevator used with bad pathtarget: %s\n", other->pathtarget);
                   1700:                return;
                   1701:        }
                   1702: 
                   1703:        self->movetarget->target_ent = target;
                   1704:        train_resume (self->movetarget);
                   1705: }
                   1706: 
                   1707: void trigger_elevator_init (edict_t *self)
                   1708: {
                   1709:        if (!self->target)
                   1710:        {
                   1711:                gi.dprintf("trigger_elevator has no target\n");
                   1712:                return;
                   1713:        }
                   1714:        self->movetarget = G_PickTarget (self->target);
                   1715:        if (!self->movetarget)
                   1716:        {
                   1717:                gi.dprintf("trigger_elevator unable to find target %s\n", self->target);
                   1718:                return;
                   1719:        }
                   1720:        if (strcmp(self->movetarget->classname, "func_train") != 0)
                   1721:        {
                   1722:                gi.dprintf("trigger_elevator target %s is not a train\n", self->target);
                   1723:                return;
                   1724:        }
                   1725: 
                   1726:        self->use = trigger_elevator_use;
                   1727:        self->svflags = SVF_NOCLIENT;
                   1728: 
                   1729: }
                   1730: 
                   1731: void SP_trigger_elevator (edict_t *self)
                   1732: {
                   1733:        self->think = trigger_elevator_init;
                   1734:        self->nextthink = level.time + FRAMETIME;
                   1735: }
                   1736: 
                   1737: 
                   1738: /*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
                   1739: "wait"                 base time between triggering all targets, default is 1
                   1740: "random"               wait variance, default is 0
                   1741: 
                   1742: so, the basic time between firing is a random time between
                   1743: (wait - random) and (wait + random)
                   1744: 
                   1745: "delay"                        delay before first firing when turned on, default is 0
                   1746: 
                   1747: "pausetime"            additional delay used only the very first time
                   1748:                                and only if spawned with START_ON
                   1749: 
                   1750: These can used but not touched.
                   1751: */
                   1752: void func_timer_think (edict_t *self)
                   1753: {
                   1754:        G_UseTargets (self, self->activator);
                   1755:        self->nextthink = level.time + self->wait + crandom() * self->random;
                   1756: }
                   1757: 
                   1758: void func_timer_use (edict_t *self, edict_t *other, edict_t *activator)
                   1759: {
                   1760:        self->activator = activator;
                   1761: 
                   1762:        // if on, turn it off
                   1763:        if (self->nextthink)
                   1764:        {
                   1765:                self->nextthink = 0;
                   1766:                return;
                   1767:        }
                   1768: 
                   1769:        // turn it on
                   1770:        if (self->delay)
                   1771:                self->nextthink = level.time + self->delay;
                   1772:        else
                   1773:                func_timer_think (self);
                   1774: }
                   1775: 
                   1776: void SP_func_timer (edict_t *self)
                   1777: {
                   1778:        if (!self->wait)
                   1779:                self->wait = 1.0;
                   1780: 
                   1781:        self->use = func_timer_use;
                   1782:        self->think = func_timer_think;
                   1783: 
                   1784:        if (self->random >= self->wait)
                   1785:        {
                   1786:                self->random = self->wait - FRAMETIME;
                   1787:                gi.dprintf("func_timer at %s has random >= wait\n", vtos(self->s.origin));
                   1788:        }
                   1789: 
                   1790:        if (self->spawnflags & 1)
                   1791:        {
                   1792:                self->nextthink = level.time + 1.0 + st.pausetime + self->delay + self->wait + crandom() * self->random;
                   1793:                self->activator = self;
                   1794:        }
                   1795: 
                   1796:        self->svflags = SVF_NOCLIENT;
                   1797: }
                   1798: 
                   1799: 
                   1800: /*QUAKED func_conveyor (0 .5 .8) ? START_ON TOGGLE
                   1801: Conveyors are stationary brushes that move what's on them.
                   1802: The brush should be have a surface with at least one current content enabled.
                   1803: speed  default 100
                   1804: */
                   1805: 
                   1806: void func_conveyor_use (edict_t *self, edict_t *other, edict_t *activator)
                   1807: {
                   1808:        if (self->spawnflags & 1)
                   1809:        {
                   1810:                self->speed = 0;
                   1811:                self->spawnflags &= ~1;
                   1812:        }
                   1813:        else
                   1814:        {
                   1815:                self->speed = self->count;
                   1816:                self->spawnflags |= 1;
                   1817:        }
                   1818: 
                   1819:        if (!(self->spawnflags & 2))
                   1820:                self->count = 0;
                   1821: }
                   1822: 
                   1823: void SP_func_conveyor (edict_t *self)
                   1824: {
                   1825:        if (!self->speed)
                   1826:                self->speed = 100;
                   1827: 
                   1828:        if (!(self->spawnflags & 1))
                   1829:        {
                   1830:                self->count = self->speed;
                   1831:                self->speed = 0;
                   1832:        }
                   1833: 
                   1834:        self->use = func_conveyor_use;
                   1835: 
                   1836:        gi.setmodel (self, self->model);
                   1837:        self->solid = SOLID_BSP;
                   1838:        gi.linkentity (self);
                   1839: }
                   1840: 
                   1841: 
                   1842: /*QUAKED func_door_secret (0 .5 .8) ? always_shoot 1st_left 1st_down
                   1843: A secret door.  Slide back and then to the side.
                   1844: 
                   1845: open_once              doors never closes
                   1846: 1st_left               1st move is left of arrow
                   1847: 1st_down               1st move is down from arrow
                   1848: always_shoot   door is shootebale even if targeted
                   1849: 
                   1850: "angle"                determines the direction
                   1851: "dmg"          damage to inflic when blocked (default 2)
                   1852: "wait"         how long to hold in the open position (default 5, -1 means hold)
                   1853: */
                   1854: 
                   1855: #define SECRET_ALWAYS_SHOOT    1
                   1856: #define SECRET_1ST_LEFT                2
                   1857: #define SECRET_1ST_DOWN                4
                   1858: 
                   1859: void door_secret_move1 (edict_t *self);
                   1860: void door_secret_move2 (edict_t *self);
                   1861: void door_secret_move3 (edict_t *self);
                   1862: void door_secret_move4 (edict_t *self);
                   1863: void door_secret_move5 (edict_t *self);
                   1864: void door_secret_move6 (edict_t *self);
                   1865: void door_secret_done (edict_t *self);
                   1866: 
                   1867: void door_secret_use (edict_t *self, edict_t *other, edict_t *activator)
                   1868: {
                   1869:        // make sure we're not already moving
                   1870:        if (!VectorCompare(self->s.origin, vec3_origin))
                   1871:                return;
                   1872: 
                   1873:        Move_Calc (self, self->pos1, door_secret_move1);
                   1874:        door_use_areaportals (self, true);
                   1875: }
                   1876: 
                   1877: void door_secret_move1 (edict_t *self)
                   1878: {
                   1879:        self->nextthink = level.time + 1.0;
                   1880:        self->think = door_secret_move2;
                   1881: }
                   1882: 
                   1883: void door_secret_move2 (edict_t *self)
                   1884: {
                   1885:        Move_Calc (self, self->pos2, door_secret_move3);
                   1886: }
                   1887: 
                   1888: void door_secret_move3 (edict_t *self)
                   1889: {
                   1890:        if (self->wait == -1)
                   1891:                return;
                   1892:        self->nextthink = level.time + self->wait;
                   1893:        self->think = door_secret_move4;
                   1894: }
                   1895: 
                   1896: void door_secret_move4 (edict_t *self)
                   1897: {
                   1898:        Move_Calc (self, self->pos1, door_secret_move5);
                   1899: }
                   1900: 
                   1901: void door_secret_move5 (edict_t *self)
                   1902: {
                   1903:        self->nextthink = level.time + 1.0;
                   1904:        self->think = door_secret_move6;
                   1905: }
                   1906: 
                   1907: void door_secret_move6 (edict_t *self)
                   1908: {
                   1909:        Move_Calc (self, vec3_origin, door_secret_done);
                   1910: }
                   1911: 
                   1912: void door_secret_done (edict_t *self)
                   1913: {
                   1914:        if (!(self->targetname) || (self->spawnflags & SECRET_ALWAYS_SHOOT))
                   1915:        {
                   1916:                self->health = 0;
                   1917:                self->takedamage = DAMAGE_YES;
                   1918:        }
                   1919:        door_use_areaportals (self, false);
                   1920: }
                   1921: 
                   1922: void door_secret_blocked  (edict_t *self, edict_t *other)
                   1923: {
                   1924:        if (!(other->svflags & SVF_MONSTER) && (!other->client) )
                   1925:        {
                   1926:                // give it a chance to go away on it's own terms (like gibs)
                   1927:                T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
                   1928:                // if it's still there, nuke it
                   1929:                if (other)
                   1930:                        BecomeExplosion1 (other);
                   1931:                return;
                   1932:        }
                   1933: 
                   1934:        if (level.time < self->touch_debounce_time)
                   1935:                return;
                   1936:        self->touch_debounce_time = level.time + 0.5;
                   1937: 
                   1938:        T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
                   1939: }
                   1940: 
                   1941: void door_secret_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
                   1942: {
                   1943:        self->takedamage = DAMAGE_NO;
                   1944:        door_secret_use (self, attacker, attacker);
                   1945: }
                   1946: 
                   1947: void SP_func_door_secret (edict_t *ent)
                   1948: {
                   1949:        vec3_t  forward, right, up;
                   1950:        float   side;
                   1951:        float   width;
                   1952:        float   length;
                   1953: 
                   1954:        ent->moveinfo.sound_start = gi.soundindex  ("doors/dr1_strt.wav");
                   1955:        ent->moveinfo.sound_middle = gi.soundindex  ("doors/dr1_mid.wav");
                   1956:        ent->moveinfo.sound_end = gi.soundindex  ("doors/dr1_end.wav");
                   1957: 
                   1958:        ent->movetype = MOVETYPE_PUSH;
                   1959:        ent->solid = SOLID_BSP;
                   1960:        gi.setmodel (ent, ent->model);
                   1961: 
                   1962:        ent->blocked = door_secret_blocked;
                   1963:        ent->use = door_secret_use;
                   1964: 
                   1965:        if (!(ent->targetname) || (ent->spawnflags & SECRET_ALWAYS_SHOOT))
                   1966:        {
                   1967:                ent->health = 0;
                   1968:                ent->takedamage = DAMAGE_YES;
                   1969:                ent->die = door_secret_die;
                   1970:        }
                   1971: 
                   1972:        if (!ent->dmg)
                   1973:                ent->dmg = 2;
                   1974: 
                   1975:        if (!ent->wait)
                   1976:                ent->wait = 5;
                   1977: 
                   1978:        ent->moveinfo.accel =
                   1979:        ent->moveinfo.decel =
                   1980:        ent->moveinfo.speed = 50;
                   1981: 
                   1982:        // calculate positions
                   1983:        AngleVectors (ent->s.angles, forward, right, up);
                   1984:        VectorClear (ent->s.angles);
                   1985:        side = 1.0 - (ent->spawnflags & SECRET_1ST_LEFT);
                   1986:        if (ent->spawnflags & SECRET_1ST_DOWN)
                   1987:                width = fabs(DotProduct(up, ent->size));
                   1988:        else
                   1989:                width = fabs(DotProduct(right, ent->size));
                   1990:        length = fabs(DotProduct(forward, ent->size));
                   1991:        if (ent->spawnflags & SECRET_1ST_DOWN)
                   1992:                VectorMA (ent->s.origin, -1 * width, up, ent->pos1);
                   1993:        else
                   1994:                VectorMA (ent->s.origin, side * width, right, ent->pos1);
                   1995:        VectorMA (ent->pos1, length, forward, ent->pos2);
                   1996: 
                   1997:        if (ent->health)
                   1998:        {
                   1999:                ent->takedamage = DAMAGE_YES;
                   2000:                ent->die = door_killed;
                   2001:                ent->max_health = ent->health;
                   2002:        }
                   2003:        else if (ent->targetname && ent->message)
                   2004:        {
                   2005:                gi.soundindex ("misc/talk.wav");
                   2006:                ent->touch = door_touch;
                   2007:        }
                   2008:        
                   2009:        ent->classname = "func_door";
                   2010: 
                   2011:        gi.linkentity (ent);
                   2012: }
                   2013: 
                   2014: 
                   2015: /*QUAKED func_killbox (1 0 0) ?
                   2016: Kills everything inside when fired, irrespective of protection.
                   2017: */
                   2018: void use_killbox (edict_t *self, edict_t *other, edict_t *activator)
                   2019: {
                   2020:        KillBox (self);
                   2021: }
                   2022: 
                   2023: void SP_func_killbox (edict_t *ent)
                   2024: {
                   2025:        gi.setmodel (ent, ent->model);
                   2026:        ent->use = use_killbox;
                   2027:        ent->svflags = SVF_NOCLIENT;
                   2028: }
                   2029: 

unix.superglobalmegacorp.com

This archive runs on limited infrastructure. Preserving old code on modern bandwidth. Automated agents are requested to crawl responsibly.