|
|
1.1 root 1: #include "g_local.h"
2:
3: /*QUAKED target_temp_entity (1 0 0) (-8 -8 -8) (8 8 8)
4: Fire an origin based temp entity event to the clients.
5: "style" type byte
6: */
7: void Use_Target_Tent (edict_t *ent, edict_t *other, edict_t *activator)
8: {
9: gi.WriteByte (svc_temp_entity);
10: gi.WriteByte (ent->style);
11: gi.WritePosition (ent->s.origin);
12: gi.multicast (ent->s.origin, MULTICAST_PVS);
13: }
14:
15: void SP_target_temp_entity (edict_t *ent)
16: {
17: ent->use = Use_Target_Tent;
18: }
19:
20:
21: //==========================================================
22:
23: //==========================================================
24:
25: /*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off reliable
26: "noise" wav file to play
27: "attenuation"
28: -1 = none, send to whole level
29: 1 = normal fighting sounds
30: 2 = idle sound level
31: 3 = ambient sound level
32: "volume" 0.0 to 1.0
33:
34: Normal sounds play each time the target is used. The reliable flag can be set for crucial voiceovers.
35:
36: Looped sounds are always atten 3 / vol 1, and the use function toggles it on/off.
37: Multiple identical looping sounds will just increase volume without any speed cost.
38: */
39: void Use_Target_Speaker (edict_t *ent, edict_t *other, edict_t *activator)
40: {
41: int chan;
42:
43: if (ent->spawnflags & 3)
44: { // looping sound toggles
45: if (ent->s.sound)
46: ent->s.sound = 0; // turn it off
47: else
48: ent->s.sound = ent->noise_index; // start it
49: }
50: else
51: { // normal sound
52: if (ent->spawnflags & 4)
53: chan = CHAN_VOICE|CHAN_RELIABLE;
54: else
55: chan = CHAN_VOICE;
56: // use a positioned_sound, because this entity won't normally be
57: // sent to any clients because it is invisible
58: gi.positioned_sound (ent->s.origin, ent, chan, ent->noise_index, ent->volume, ent->attenuation, 0);
59: }
60: }
61:
62: void SP_target_speaker (edict_t *ent)
63: {
64: char buffer[MAX_QPATH];
65:
66: if(!st.noise)
67: {
68: gi.dprintf("target_speaker with no noise set at %s\n", vtos(ent->s.origin));
69: return;
70: }
71: if (!strstr (st.noise, ".wav"))
72: Com_sprintf (buffer, sizeof(buffer), "%s.wav", st.noise);
73: else
74: strncpy (buffer, st.noise, sizeof(buffer));
75: ent->noise_index = gi.soundindex (buffer);
76:
77: if (!ent->volume)
78: ent->volume = 1.0;
79:
80: if (!ent->attenuation)
81: ent->attenuation = 1.0;
82: else if (ent->attenuation == -1) // use -1 so 0 defaults to 1
83: ent->attenuation = 0;
84:
85: // check for prestarted looping sound
86: if (ent->spawnflags & 1)
87: ent->s.sound = ent->noise_index;
88:
89: ent->use = Use_Target_Speaker;
90:
91: // must link the entity so we get areas and clusters so
92: // the server can determine who to send updates to
93: gi.linkentity (ent);
94: }
95:
96:
97: //==========================================================
98:
99: void Use_Target_Help (edict_t *ent, edict_t *other, edict_t *activator)
100: {
101: if (ent->spawnflags & 1)
102: strncpy (game.helpmessage1, ent->message, sizeof(game.helpmessage2)-1);
103: else
104: strncpy (game.helpmessage2, ent->message, sizeof(game.helpmessage1)-1);
105:
106: game.helpchanged++;
107: }
108:
109: /*QUAKED target_help (1 0 1) (-16 -16 -24) (16 16 24) help1
110: When fired, the "message" key becomes the current personal computer string, and the message light will be set on all clients status bars.
111: */
112: void SP_target_help(edict_t *ent)
113: {
114: if (deathmatch->value)
115: { // auto-remove for deathmatch
116: G_FreeEdict (ent);
117: return;
118: }
119:
120: if (!ent->message)
121: {
122: gi.dprintf ("%s with no message at %s\n", ent->classname, vtos(ent->s.origin));
123: G_FreeEdict (ent);
124: return;
125: }
126: ent->use = Use_Target_Help;
127: }
128:
129: //==========================================================
130:
131: /*QUAKED target_secret (1 0 1) (-8 -8 -8) (8 8 8)
132: Counts a secret found.
133: These are single use targets.
134: */
135: void use_target_secret (edict_t *ent, edict_t *other, edict_t *activator)
136: {
137: gi.sound (ent, CHAN_VOICE, ent->noise_index, 1, ATTN_NORM, 0);
138:
139: level.found_secrets++;
140:
141: G_UseTargets (ent, activator);
142: G_FreeEdict (ent);
143: }
144:
145: void SP_target_secret (edict_t *ent)
146: {
147: if (deathmatch->value)
148: { // auto-remove for deathmatch
149: G_FreeEdict (ent);
150: return;
151: }
152:
153: ent->use = use_target_secret;
154: if (!st.noise)
155: st.noise = "misc/secret.wav";
156: ent->noise_index = gi.soundindex (st.noise);
157: ent->svflags = SVF_NOCLIENT;
158: level.total_secrets++;
159: // map bug hack
160: if (!stricmp(level.mapname, "mine3") && ent->s.origin[0] == 280 && ent->s.origin[1] == -2048 && ent->s.origin[2] == -624)
161: ent->message = "You have found a secret area.";
162: }
163:
164: //==========================================================
165:
166: /*QUAKED target_goal (1 0 1) (-8 -8 -8) (8 8 8)
167: Counts a goal completed.
168: These are single use targets.
169: */
170: void use_target_goal (edict_t *ent, edict_t *other, edict_t *activator)
171: {
172: gi.sound (ent, CHAN_VOICE, ent->noise_index, 1, ATTN_NORM, 0);
173:
174: level.found_goals++;
175:
176: if (level.found_goals == level.total_goals)
177: gi.configstring (CS_CDTRACK, "0");
178:
179: G_UseTargets (ent, activator);
180: G_FreeEdict (ent);
181: }
182:
183: void SP_target_goal (edict_t *ent)
184: {
185: if (deathmatch->value)
186: { // auto-remove for deathmatch
187: G_FreeEdict (ent);
188: return;
189: }
190:
191: ent->use = use_target_goal;
192: if (!st.noise)
193: st.noise = "misc/secret.wav";
194: ent->noise_index = gi.soundindex (st.noise);
195: ent->svflags = SVF_NOCLIENT;
196: level.total_goals++;
197: }
198:
199: //==========================================================
200:
201:
202: /*QUAKED target_explosion (1 0 0) (-8 -8 -8) (8 8 8)
203: Spawns an explosion temporary entity when used.
204:
205: "delay" wait this long before going off
206: "dmg" how much radius damage should be done, defaults to 0
207: */
208: void target_explosion_explode (edict_t *self)
209: {
210: float save;
211:
212: gi.WriteByte (svc_temp_entity);
213: gi.WriteByte (TE_EXPLOSION1);
214: gi.WritePosition (self->s.origin);
215: gi.multicast (self->s.origin, MULTICAST_PHS);
216:
217: T_RadiusDamage (self, self->activator, self->dmg, NULL, self->dmg+40, MOD_EXPLOSIVE);
218:
219: save = self->delay;
220: self->delay = 0;
221: G_UseTargets (self, self->activator);
222: self->delay = save;
223: }
224:
225: void use_target_explosion (edict_t *self, edict_t *other, edict_t *activator)
226: {
227: self->activator = activator;
228:
229: if (!self->delay)
230: {
231: target_explosion_explode (self);
232: return;
233: }
234:
235: self->think = target_explosion_explode;
236: self->nextthink = level.time + self->delay;
237: }
238:
239: void SP_target_explosion (edict_t *ent)
240: {
241: ent->use = use_target_explosion;
242: ent->svflags = SVF_NOCLIENT;
243: }
244:
245:
246: //==========================================================
247:
248: /*QUAKED target_changelevel (1 0 0) (-8 -8 -8) (8 8 8)
249: Changes level to "map" when fired
250: */
251: void use_target_changelevel (edict_t *self, edict_t *other, edict_t *activator)
252: {
253: if (level.intermissiontime)
254: return; // already activated
255:
256: if (!deathmatch->value && !coop->value)
257: {
258: if (g_edicts[1].health <= 0)
259: return;
260: }
261:
262: // if noexit, do a ton of damage to other
263: if (deathmatch->value && !( (int)dmflags->value & DF_ALLOW_EXIT) && other != world)
264: {
265: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 10 * other->max_health, 1000, 0, MOD_EXIT);
266: return;
267: }
268:
269: // if multiplayer, let everyone know who hit the exit
270: if (deathmatch->value)
271: {
272: if (activator && activator->client)
273: gi.bprintf (PRINT_HIGH, "%s exited the level.\n", activator->client->pers.netname);
274: }
275:
276: // if going to a new unit, clear cross triggers
277: if (strstr(self->map, "*"))
278: game.serverflags &= ~(SFL_CROSS_TRIGGER_MASK);
279:
280: BeginIntermission (self);
281: }
282:
283: void SP_target_changelevel (edict_t *ent)
284: {
285: if (!ent->map)
286: {
287: gi.dprintf("target_changelevel with no map at %s\n", vtos(ent->s.origin));
288: G_FreeEdict (ent);
289: return;
290: }
291:
292: // ugly hack because *SOMEBODY* screwed up their map
293: if((stricmp(level.mapname, "fact1") == 0) && (stricmp(ent->map, "fact3") == 0))
294: ent->map = "fact3$secret1";
295:
296: ent->use = use_target_changelevel;
297: ent->svflags = SVF_NOCLIENT;
298: }
299:
300:
301: //==========================================================
302:
303: /*QUAKED target_splash (1 0 0) (-8 -8 -8) (8 8 8)
304: Creates a particle splash effect when used.
305:
306: Set "sounds" to one of the following:
307: 1) sparks
308: 2) blue water
309: 3) brown water
310: 4) slime
311: 5) lava
312: 6) blood
313:
314: "count" how many pixels in the splash
315: "dmg" if set, does a radius damage at this location when it splashes
316: useful for lava/sparks
317: */
318:
319: void use_target_splash (edict_t *self, edict_t *other, edict_t *activator)
320: {
321: gi.WriteByte (svc_temp_entity);
322: gi.WriteByte (TE_SPLASH);
323: gi.WriteByte (self->count);
324: gi.WritePosition (self->s.origin);
325: gi.WriteDir (self->movedir);
326: gi.WriteByte (self->sounds);
327: gi.multicast (self->s.origin, MULTICAST_PVS);
328:
329: if (self->dmg)
330: T_RadiusDamage (self, activator, self->dmg, NULL, self->dmg+40, MOD_SPLASH);
331: }
332:
333: void SP_target_splash (edict_t *self)
334: {
335: self->use = use_target_splash;
336: G_SetMovedir (self->s.angles, self->movedir);
337:
338: if (!self->count)
339: self->count = 32;
340:
341: self->svflags = SVF_NOCLIENT;
342: }
343:
344:
345: //==========================================================
346:
347: /*QUAKED target_spawner (1 0 0) (-8 -8 -8) (8 8 8)
348: Set target to the type of entity you want spawned.
349: Useful for spawning monsters and gibs in the factory levels.
350:
351: For monsters:
352: Set direction to the facing you want it to have.
353:
354: For gibs:
355: Set direction if you want it moving and
356: speed how fast it should be moving otherwise it
357: will just be dropped
358: */
359: void ED_CallSpawn (edict_t *ent);
360:
361: void use_target_spawner (edict_t *self, edict_t *other, edict_t *activator)
362: {
363: edict_t *ent;
364:
365: ent = G_Spawn();
366: ent->classname = self->target;
367: VectorCopy (self->s.origin, ent->s.origin);
368: VectorCopy (self->s.angles, ent->s.angles);
369: ED_CallSpawn (ent);
370: gi.unlinkentity (ent);
371: KillBox (ent);
372: gi.linkentity (ent);
373: if (self->speed)
374: VectorCopy (self->movedir, ent->velocity);
375: }
376:
377: void SP_target_spawner (edict_t *self)
378: {
379: self->use = use_target_spawner;
380: self->svflags = SVF_NOCLIENT;
381: if (self->speed)
382: {
383: G_SetMovedir (self->s.angles, self->movedir);
384: VectorScale (self->movedir, self->speed, self->movedir);
385: }
386: }
387:
388: //==========================================================
389:
390: /*QUAKED target_blaster (1 0 0) (-8 -8 -8) (8 8 8) NOTRAIL NOEFFECTS
391: Fires a blaster bolt in the set direction when triggered.
392:
393: dmg default is 15
394: speed default is 1000
395: */
396:
397: void use_target_blaster (edict_t *self, edict_t *other, edict_t *activator)
398: {
399: int effect;
400:
401: if (self->spawnflags & 2)
402: effect = 0;
403: else if (self->spawnflags & 1)
404: effect = EF_HYPERBLASTER;
405: else
406: effect = EF_BLASTER;
407:
408: fire_blaster (self, self->s.origin, self->movedir, self->dmg, self->speed, EF_BLASTER, MOD_TARGET_BLASTER);
409: gi.sound (self, CHAN_VOICE, self->noise_index, 1, ATTN_NORM, 0);
410: }
411:
412: void SP_target_blaster (edict_t *self)
413: {
414: self->use = use_target_blaster;
415: G_SetMovedir (self->s.angles, self->movedir);
416: self->noise_index = gi.soundindex ("weapons/laser2.wav");
417:
418: if (!self->dmg)
419: self->dmg = 15;
420: if (!self->speed)
421: self->speed = 1000;
422:
423: self->svflags = SVF_NOCLIENT;
424: }
425:
426:
427: //==========================================================
428:
429: /*QUAKED target_crosslevel_trigger (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
430: Once this trigger is touched/used, any trigger_crosslevel_target with the same trigger number is automatically used when a level is started within the same unit. It is OK to check multiple triggers. Message, delay, target, and killtarget also work.
431: */
432: void trigger_crosslevel_trigger_use (edict_t *self, edict_t *other, edict_t *activator)
433: {
434: game.serverflags |= self->spawnflags;
435: G_FreeEdict (self);
436: }
437:
438: void SP_target_crosslevel_trigger (edict_t *self)
439: {
440: self->svflags = SVF_NOCLIENT;
441: self->use = trigger_crosslevel_trigger_use;
442: }
443:
444: /*QUAKED target_crosslevel_target (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
445: Triggered by a trigger_crosslevel elsewhere within a unit. If multiple triggers are checked, all must be true. Delay, target and
446: killtarget also work.
447:
448: "delay" delay before using targets if the trigger has been activated (default 1)
449: */
450: void target_crosslevel_target_think (edict_t *self)
451: {
452: if (self->spawnflags == (game.serverflags & SFL_CROSS_TRIGGER_MASK & self->spawnflags))
453: {
454: G_UseTargets (self, self);
455: G_FreeEdict (self);
456: }
457: }
458:
459: void SP_target_crosslevel_target (edict_t *self)
460: {
461: if (! self->delay)
462: self->delay = 1;
463: self->svflags = SVF_NOCLIENT;
464:
465: self->think = target_crosslevel_target_think;
466: self->nextthink = level.time + self->delay;
467: }
468:
469: //==========================================================
470:
471: /*QUAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON RED GREEN BLUE YELLOW ORANGE FAT
472: When triggered, fires a laser. You can either set a target
473: or a direction.
474: */
475:
476: void target_laser_think (edict_t *self)
477: {
478: edict_t *ignore;
479: vec3_t start;
480: vec3_t end;
481: trace_t tr;
482: vec3_t point;
483: vec3_t last_movedir;
484: int count;
485:
486: if (self->spawnflags & 0x80000000)
487: count = 8;
488: else
489: count = 4;
490:
491: if (self->enemy)
492: {
493: VectorCopy (self->movedir, last_movedir);
494: VectorMA (self->enemy->absmin, 0.5, self->enemy->size, point);
495: VectorSubtract (point, self->s.origin, self->movedir);
496: VectorNormalize (self->movedir);
497: if (!VectorCompare(self->movedir, last_movedir))
498: self->spawnflags |= 0x80000000;
499: }
500:
501: ignore = self;
502: VectorCopy (self->s.origin, start);
503: VectorMA (start, 2048, self->movedir, end);
504: while(1)
505: {
506: tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER);
507:
508: if (!tr.ent)
509: break;
510:
511: // hurt it if we can
512: if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER))
513: T_Damage (tr.ent, self, self->activator, self->movedir, tr.endpos, vec3_origin, self->dmg, 1, DAMAGE_ENERGY, MOD_TARGET_LASER);
514:
515: // if we hit something that's not a monster or player or is immune to lasers, we're done
516: if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
517: {
518: if (self->spawnflags & 0x80000000)
519: {
520: self->spawnflags &= ~0x80000000;
521: gi.WriteByte (svc_temp_entity);
522: gi.WriteByte (TE_LASER_SPARKS);
523: gi.WriteByte (count);
524: gi.WritePosition (tr.endpos);
525: gi.WriteDir (tr.plane.normal);
526: gi.WriteByte (self->s.skinnum);
527: gi.multicast (tr.endpos, MULTICAST_PVS);
528: }
529: break;
530: }
531:
532: ignore = tr.ent;
533: VectorCopy (tr.endpos, start);
534: }
535:
536: VectorCopy (tr.endpos, self->s.old_origin);
537:
538: self->nextthink = level.time + FRAMETIME;
539: }
540:
541: void target_laser_on (edict_t *self)
542: {
543: if (!self->activator)
544: self->activator = self;
545: self->spawnflags |= 0x80000001;
546: self->svflags &= ~SVF_NOCLIENT;
547: target_laser_think (self);
548: }
549:
550: void target_laser_off (edict_t *self)
551: {
552: self->spawnflags &= ~1;
553: self->svflags |= SVF_NOCLIENT;
554: self->nextthink = 0;
555: }
556:
557: void target_laser_use (edict_t *self, edict_t *other, edict_t *activator)
558: {
559: self->activator = activator;
560: if (self->spawnflags & 1)
561: target_laser_off (self);
562: else
563: target_laser_on (self);
564: }
565:
566: void target_laser_start (edict_t *self)
567: {
568: edict_t *ent;
569:
570: self->movetype = MOVETYPE_NONE;
571: self->solid = SOLID_NOT;
572: self->s.renderfx |= RF_BEAM|RF_TRANSLUCENT;
573: self->s.modelindex = 1; // must be non-zero
574:
575: // set the beam diameter
576: if (self->spawnflags & 64)
577: self->s.frame = 16;
578: else
579: self->s.frame = 4;
580:
581: // set the color
582: if (self->spawnflags & 2)
583: self->s.skinnum = 0xf2f2f0f0;
584: else if (self->spawnflags & 4)
585: self->s.skinnum = 0xd0d1d2d3;
586: else if (self->spawnflags & 8)
587: self->s.skinnum = 0xf3f3f1f1;
588: else if (self->spawnflags & 16)
589: self->s.skinnum = 0xdcdddedf;
590: else if (self->spawnflags & 32)
591: self->s.skinnum = 0xe0e1e2e3;
592:
593: if (!self->enemy)
594: {
595: if (self->target)
596: {
597: ent = G_Find (NULL, FOFS(targetname), self->target);
598: if (!ent)
599: gi.dprintf ("%s at %s: %s is a bad target\n", self->classname, vtos(self->s.origin), self->target);
600: self->enemy = ent;
601: }
602: else
603: {
604: G_SetMovedir (self->s.angles, self->movedir);
605: }
606: }
607: self->use = target_laser_use;
608: self->think = target_laser_think;
609:
610: if (!self->dmg)
611: self->dmg = 1;
612:
613: VectorSet (self->mins, -8, -8, -8);
614: VectorSet (self->maxs, 8, 8, 8);
615: gi.linkentity (self);
616:
617: if (self->spawnflags & 1)
618: target_laser_on (self);
619: else
620: target_laser_off (self);
621: }
622:
623: void SP_target_laser (edict_t *self)
624: {
625: // let everything else get spawned before we start firing
626: self->think = target_laser_start;
627: self->nextthink = level.time + 1;
628: }
629:
630: //==========================================================
631:
632: /*QUAKED target_lightramp (0 .5 .8) (-8 -8 -8) (8 8 8) TOGGLE
633: speed How many seconds the ramping will take
634: message two letters; starting lightlevel and ending lightlevel
635: */
636:
637: void target_lightramp_think (edict_t *self)
638: {
639: char style[2];
640:
641: style[0] = 'a' + self->movedir[0] + (level.time - self->timestamp) / FRAMETIME * self->movedir[2];
642: style[1] = 0;
643: gi.configstring (CS_LIGHTS+self->enemy->style, style);
644:
645: if ((level.time - self->timestamp) < self->speed)
646: {
647: self->nextthink = level.time + FRAMETIME;
648: }
649: else if (self->spawnflags & 1)
650: {
651: char temp;
652:
653: temp = self->movedir[0];
654: self->movedir[0] = self->movedir[1];
655: self->movedir[1] = temp;
656: self->movedir[2] *= -1;
657: }
658: }
659:
660: void target_lightramp_use (edict_t *self, edict_t *other, edict_t *activator)
661: {
662: if (!self->enemy)
663: {
664: edict_t *e;
665:
666: // check all the targets
667: e = NULL;
668: while (1)
669: {
670: e = G_Find (e, FOFS(targetname), self->target);
671: if (!e)
672: break;
673: if (strcmp(e->classname, "light") != 0)
674: {
675: gi.dprintf("%s at %s ", self->classname, vtos(self->s.origin));
676: gi.dprintf("target %s (%s at %s) is not a light\n", self->target, e->classname, vtos(e->s.origin));
677: }
678: else
679: {
680: self->enemy = e;
681: }
682: }
683:
684: if (!self->enemy)
685: {
686: gi.dprintf("%s target %s not found at %s\n", self->classname, self->target, vtos(self->s.origin));
687: G_FreeEdict (self);
688: return;
689: }
690: }
691:
692: self->timestamp = level.time;
693: target_lightramp_think (self);
694: }
695:
696: void SP_target_lightramp (edict_t *self)
697: {
698: if (!self->message || strlen(self->message) != 2 || self->message[0] < 'a' || self->message[0] > 'z' || self->message[1] < 'a' || self->message[1] > 'z' || self->message[0] == self->message[1])
699: {
700: gi.dprintf("target_lightramp has bad ramp (%s) at %s\n", self->message, vtos(self->s.origin));
701: G_FreeEdict (self);
702: return;
703: }
704:
705: if (deathmatch->value)
706: {
707: G_FreeEdict (self);
708: return;
709: }
710:
711: if (!self->target)
712: {
713: gi.dprintf("%s with no target at %s\n", self->classname, vtos(self->s.origin));
714: G_FreeEdict (self);
715: return;
716: }
717:
718: self->svflags |= SVF_NOCLIENT;
719: self->use = target_lightramp_use;
720: self->think = target_lightramp_think;
721:
722: self->movedir[0] = self->message[0] - 'a';
723: self->movedir[1] = self->message[1] - 'a';
724: self->movedir[2] = (self->movedir[1] - self->movedir[0]) / (self->speed / FRAMETIME);
725: }
726:
727: //==========================================================
728:
729: /*QUAKED target_earthquake (1 0 0) (-8 -8 -8) (8 8 8)
730: When triggered, this initiates a level-wide earthquake.
731: All players and monsters are affected.
732: "speed" severity of the quake (default:200)
733: "count" duration of the quake (default:5)
734: */
735:
736: void target_earthquake_think (edict_t *self)
737: {
738: int i;
739: edict_t *e;
740:
741: if (self->last_move_time < level.time)
742: {
743: gi.positioned_sound (self->s.origin, self, CHAN_AUTO, self->noise_index, 1.0, ATTN_NONE, 0);
744: self->last_move_time = level.time + 0.5;
745: }
746:
747: for (i=1, e=g_edicts+i; i < globals.num_edicts; i++,e++)
748: {
749: if (!e->inuse)
750: continue;
751: if (!e->client)
752: continue;
753: if (!e->groundentity)
754: continue;
755:
756: e->groundentity = NULL;
757: e->velocity[0] += crandom()* 150;
758: e->velocity[1] += crandom()* 150;
759: e->velocity[2] = self->speed * (100.0 / e->mass);
760: }
761:
762: if (level.time < self->timestamp)
763: self->nextthink = level.time + FRAMETIME;
764: }
765:
766: void target_earthquake_use (edict_t *self, edict_t *other, edict_t *activator)
767: {
768: self->timestamp = level.time + self->count;
769: self->nextthink = level.time + FRAMETIME;
770: self->activator = activator;
771: self->last_move_time = 0;
772: }
773:
774: void SP_target_earthquake (edict_t *self)
775: {
776: if (!self->targetname)
777: gi.dprintf("untargeted %s at %s\n", self->classname, vtos(self->s.origin));
778:
779: if (!self->count)
780: self->count = 5;
781:
782: if (!self->speed)
783: self->speed = 200;
784:
785: self->svflags |= SVF_NOCLIENT;
786: self->think = target_earthquake_think;
787: self->use = target_earthquake_use;
788:
789: self->noise_index = gi.soundindex ("world/quake.wav");
790: }
This archive runs on limited infrastructure. Preserving old code on modern bandwidth. Automated agents are requested to crawl responsibly.