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authorzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 17:39:27 +0000
committerzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 17:39:27 +0000
commit6bf20c78f5b69d40bcc4931df93d29198435ab67 (patch)
treee3eda937a05d7db42de725b7013bd0344b987f34 /code/game/g_trigger.c
parent872d4d7f55af706737ffb361bb76ad13e7496770 (diff)
downloadioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.tar.gz
ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.zip
newlines fixed
git-svn-id: svn://svn.icculus.org/quake3/trunk@6 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/game/g_trigger.c')
-rwxr-xr-xcode/game/g_trigger.c930
1 files changed, 465 insertions, 465 deletions
diff --git a/code/game/g_trigger.c b/code/game/g_trigger.c
index 6ec8a35..9db2304 100755
--- a/code/game/g_trigger.c
+++ b/code/game/g_trigger.c
@@ -1,465 +1,465 @@
-/*
-===========================================================================
-Copyright (C) 1999-2005 Id Software, Inc.
-
-This file is part of Quake III Arena source code.
-
-Quake III Arena source code is free software; you can redistribute it
-and/or modify it under the terms of the GNU General Public License as
-published by the Free Software Foundation; either version 2 of the License,
-or (at your option) any later version.
-
-Quake III Arena source code is distributed in the hope that it will be
-useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with Foobar; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-===========================================================================
-*/
-//
-#include "g_local.h"
-
-
-void InitTrigger( gentity_t *self ) {
- if (!VectorCompare (self->s.angles, vec3_origin))
- G_SetMovedir (self->s.angles, self->movedir);
-
- trap_SetBrushModel( self, self->model );
- self->r.contents = CONTENTS_TRIGGER; // replaces the -1 from trap_SetBrushModel
- self->r.svFlags = SVF_NOCLIENT;
-}
-
-
-// the wait time has passed, so set back up for another activation
-void multi_wait( gentity_t *ent ) {
- ent->nextthink = 0;
-}
-
-
-// the trigger was just activated
-// ent->activator should be set to the activator so it can be held through a delay
-// so wait for the delay time before firing
-void multi_trigger( gentity_t *ent, gentity_t *activator ) {
- ent->activator = activator;
- if ( ent->nextthink ) {
- return; // can't retrigger until the wait is over
- }
-
- if ( activator->client ) {
- if ( ( ent->spawnflags & 1 ) &&
- activator->client->sess.sessionTeam != TEAM_RED ) {
- return;
- }
- if ( ( ent->spawnflags & 2 ) &&
- activator->client->sess.sessionTeam != TEAM_BLUE ) {
- return;
- }
- }
-
- G_UseTargets (ent, ent->activator);
-
- if ( ent->wait > 0 ) {
- ent->think = multi_wait;
- ent->nextthink = level.time + ( ent->wait + ent->random * crandom() ) * 1000;
- } else {
- // we can't just remove (self) here, because this is a touch function
- // called while looping through area links...
- ent->touch = 0;
- ent->nextthink = level.time + FRAMETIME;
- ent->think = G_FreeEntity;
- }
-}
-
-void Use_Multi( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
- multi_trigger( ent, activator );
-}
-
-void Touch_Multi( gentity_t *self, gentity_t *other, trace_t *trace ) {
- if( !other->client ) {
- return;
- }
- multi_trigger( self, other );
-}
-
-/*QUAKED trigger_multiple (.5 .5 .5) ?
-"wait" : Seconds between triggerings, 0.5 default, -1 = one time only.
-"random" wait variance, default is 0
-Variable sized repeatable trigger. Must be targeted at one or more entities.
-so, the basic time between firing is a random time between
-(wait - random) and (wait + random)
-*/
-void SP_trigger_multiple( gentity_t *ent ) {
- G_SpawnFloat( "wait", "0.5", &ent->wait );
- G_SpawnFloat( "random", "0", &ent->random );
-
- if ( ent->random >= ent->wait && ent->wait >= 0 ) {
- ent->random = ent->wait - FRAMETIME;
- G_Printf( "trigger_multiple has random >= wait\n" );
- }
-
- ent->touch = Touch_Multi;
- ent->use = Use_Multi;
-
- InitTrigger( ent );
- trap_LinkEntity (ent);
-}
-
-
-
-/*
-==============================================================================
-
-trigger_always
-
-==============================================================================
-*/
-
-void trigger_always_think( gentity_t *ent ) {
- G_UseTargets(ent, ent);
- G_FreeEntity( ent );
-}
-
-/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)
-This trigger will always fire. It is activated by the world.
-*/
-void SP_trigger_always (gentity_t *ent) {
- // we must have some delay to make sure our use targets are present
- ent->nextthink = level.time + 300;
- ent->think = trigger_always_think;
-}
-
-
-/*
-==============================================================================
-
-trigger_push
-
-==============================================================================
-*/
-
-void trigger_push_touch (gentity_t *self, gentity_t *other, trace_t *trace ) {
-
- if ( !other->client ) {
- return;
- }
-
- BG_TouchJumpPad( &other->client->ps, &self->s );
-}
-
-
-/*
-=================
-AimAtTarget
-
-Calculate origin2 so the target apogee will be hit
-=================
-*/
-void AimAtTarget( gentity_t *self ) {
- gentity_t *ent;
- vec3_t origin;
- float height, gravity, time, forward;
- float dist;
-
- VectorAdd( self->r.absmin, self->r.absmax, origin );
- VectorScale ( origin, 0.5, origin );
-
- ent = G_PickTarget( self->target );
- if ( !ent ) {
- G_FreeEntity( self );
- return;
- }
-
- height = ent->s.origin[2] - origin[2];
- gravity = g_gravity.value;
- time = sqrt( height / ( .5 * gravity ) );
- if ( !time ) {
- G_FreeEntity( self );
- return;
- }
-
- // set s.origin2 to the push velocity
- VectorSubtract ( ent->s.origin, origin, self->s.origin2 );
- self->s.origin2[2] = 0;
- dist = VectorNormalize( self->s.origin2);
-
- forward = dist / time;
- VectorScale( self->s.origin2, forward, self->s.origin2 );
-
- self->s.origin2[2] = time * gravity;
-}
-
-
-/*QUAKED trigger_push (.5 .5 .5) ?
-Must point at a target_position, which will be the apex of the leap.
-This will be client side predicted, unlike target_push
-*/
-void SP_trigger_push( gentity_t *self ) {
- InitTrigger (self);
-
- // unlike other triggers, we need to send this one to the client
- self->r.svFlags &= ~SVF_NOCLIENT;
-
- // make sure the client precaches this sound
- G_SoundIndex("sound/world/jumppad.wav");
-
- self->s.eType = ET_PUSH_TRIGGER;
- self->touch = trigger_push_touch;
- self->think = AimAtTarget;
- self->nextthink = level.time + FRAMETIME;
- trap_LinkEntity (self);
-}
-
-
-void Use_target_push( gentity_t *self, gentity_t *other, gentity_t *activator ) {
- if ( !activator->client ) {
- return;
- }
-
- if ( activator->client->ps.pm_type != PM_NORMAL ) {
- return;
- }
- if ( activator->client->ps.powerups[PW_FLIGHT] ) {
- return;
- }
-
- VectorCopy (self->s.origin2, activator->client->ps.velocity);
-
- // play fly sound every 1.5 seconds
- if ( activator->fly_sound_debounce_time < level.time ) {
- activator->fly_sound_debounce_time = level.time + 1500;
- G_Sound( activator, CHAN_AUTO, self->noise_index );
- }
-}
-
-/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) bouncepad
-Pushes the activator in the direction.of angle, or towards a target apex.
-"speed" defaults to 1000
-if "bouncepad", play bounce noise instead of windfly
-*/
-void SP_target_push( gentity_t *self ) {
- if (!self->speed) {
- self->speed = 1000;
- }
- G_SetMovedir (self->s.angles, self->s.origin2);
- VectorScale (self->s.origin2, self->speed, self->s.origin2);
-
- if ( self->spawnflags & 1 ) {
- self->noise_index = G_SoundIndex("sound/world/jumppad.wav");
- } else {
- self->noise_index = G_SoundIndex("sound/misc/windfly.wav");
- }
- if ( self->target ) {
- VectorCopy( self->s.origin, self->r.absmin );
- VectorCopy( self->s.origin, self->r.absmax );
- self->think = AimAtTarget;
- self->nextthink = level.time + FRAMETIME;
- }
- self->use = Use_target_push;
-}
-
-/*
-==============================================================================
-
-trigger_teleport
-
-==============================================================================
-*/
-
-void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace ) {
- gentity_t *dest;
-
- if ( !other->client ) {
- return;
- }
- if ( other->client->ps.pm_type == PM_DEAD ) {
- return;
- }
- // Spectators only?
- if ( ( self->spawnflags & 1 ) &&
- other->client->sess.sessionTeam != TEAM_SPECTATOR ) {
- return;
- }
-
-
- dest = G_PickTarget( self->target );
- if (!dest) {
- G_Printf ("Couldn't find teleporter destination\n");
- return;
- }
-
- TeleportPlayer( other, dest->s.origin, dest->s.angles );
-}
-
-
-/*QUAKED trigger_teleport (.5 .5 .5) ? SPECTATOR
-Allows client side prediction of teleportation events.
-Must point at a target_position, which will be the teleport destination.
-
-If spectator is set, only spectators can use this teleport
-Spectator teleporters are not normally placed in the editor, but are created
-automatically near doors to allow spectators to move through them
-*/
-void SP_trigger_teleport( gentity_t *self ) {
- InitTrigger (self);
-
- // unlike other triggers, we need to send this one to the client
- // unless is a spectator trigger
- if ( self->spawnflags & 1 ) {
- self->r.svFlags |= SVF_NOCLIENT;
- } else {
- self->r.svFlags &= ~SVF_NOCLIENT;
- }
-
- // make sure the client precaches this sound
- G_SoundIndex("sound/world/jumppad.wav");
-
- self->s.eType = ET_TELEPORT_TRIGGER;
- self->touch = trigger_teleporter_touch;
-
- trap_LinkEntity (self);
-}
-
-
-/*
-==============================================================================
-
-trigger_hurt
-
-==============================================================================
-*/
-
-/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF - SILENT NO_PROTECTION SLOW
-Any entity that touches this will be hurt.
-It does dmg points of damage each server frame
-Targeting the trigger will toggle its on / off state.
-
-SILENT supresses playing the sound
-SLOW changes the damage rate to once per second
-NO_PROTECTION *nothing* stops the damage
-
-"dmg" default 5 (whole numbers only)
-
-*/
-void hurt_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
- if ( self->r.linked ) {
- trap_UnlinkEntity( self );
- } else {
- trap_LinkEntity( self );
- }
-}
-
-void hurt_touch( gentity_t *self, gentity_t *other, trace_t *trace ) {
- int dflags;
-
- if ( !other->takedamage ) {
- return;
- }
-
- if ( self->timestamp > level.time ) {
- return;
- }
-
- if ( self->spawnflags & 16 ) {
- self->timestamp = level.time + 1000;
- } else {
- self->timestamp = level.time + FRAMETIME;
- }
-
- // play sound
- if ( !(self->spawnflags & 4) ) {
- G_Sound( other, CHAN_AUTO, self->noise_index );
- }
-
- if (self->spawnflags & 8)
- dflags = DAMAGE_NO_PROTECTION;
- else
- dflags = 0;
- G_Damage (other, self, self, NULL, NULL, self->damage, dflags, MOD_TRIGGER_HURT);
-}
-
-void SP_trigger_hurt( gentity_t *self ) {
- InitTrigger (self);
-
- self->noise_index = G_SoundIndex( "sound/world/electro.wav" );
- self->touch = hurt_touch;
-
- if ( !self->damage ) {
- self->damage = 5;
- }
-
- self->r.contents = CONTENTS_TRIGGER;
-
- if ( self->spawnflags & 2 ) {
- self->use = hurt_use;
- }
-
- // link in to the world if starting active
- if ( ! (self->spawnflags & 1) ) {
- trap_LinkEntity (self);
- }
-}
-
-
-/*
-==============================================================================
-
-timer
-
-==============================================================================
-*/
-
-
-/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
-This should be renamed trigger_timer...
-Repeatedly fires its targets.
-Can be turned on or off by using.
-
-"wait" base time between triggering all targets, default is 1
-"random" wait variance, default is 0
-so, the basic time between firing is a random time between
-(wait - random) and (wait + random)
-
-*/
-void func_timer_think( gentity_t *self ) {
- G_UseTargets (self, self->activator);
- // set time before next firing
- self->nextthink = level.time + 1000 * ( self->wait + crandom() * self->random );
-}
-
-void func_timer_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
- self->activator = activator;
-
- // if on, turn it off
- if ( self->nextthink ) {
- self->nextthink = 0;
- return;
- }
-
- // turn it on
- func_timer_think (self);
-}
-
-void SP_func_timer( gentity_t *self ) {
- G_SpawnFloat( "random", "1", &self->random);
- G_SpawnFloat( "wait", "1", &self->wait );
-
- self->use = func_timer_use;
- self->think = func_timer_think;
-
- if ( self->random >= self->wait ) {
- self->random = self->wait - FRAMETIME;
- G_Printf( "func_timer at %s has random >= wait\n", vtos( self->s.origin ) );
- }
-
- if ( self->spawnflags & 1 ) {
- self->nextthink = level.time + FRAMETIME;
- self->activator = self;
- }
-
- self->r.svFlags = SVF_NOCLIENT;
-}
-
-
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Foobar; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+//
+#include "g_local.h"
+
+
+void InitTrigger( gentity_t *self ) {
+ if (!VectorCompare (self->s.angles, vec3_origin))
+ G_SetMovedir (self->s.angles, self->movedir);
+
+ trap_SetBrushModel( self, self->model );
+ self->r.contents = CONTENTS_TRIGGER; // replaces the -1 from trap_SetBrushModel
+ self->r.svFlags = SVF_NOCLIENT;
+}
+
+
+// the wait time has passed, so set back up for another activation
+void multi_wait( gentity_t *ent ) {
+ ent->nextthink = 0;
+}
+
+
+// the trigger was just activated
+// ent->activator should be set to the activator so it can be held through a delay
+// so wait for the delay time before firing
+void multi_trigger( gentity_t *ent, gentity_t *activator ) {
+ ent->activator = activator;
+ if ( ent->nextthink ) {
+ return; // can't retrigger until the wait is over
+ }
+
+ if ( activator->client ) {
+ if ( ( ent->spawnflags & 1 ) &&
+ activator->client->sess.sessionTeam != TEAM_RED ) {
+ return;
+ }
+ if ( ( ent->spawnflags & 2 ) &&
+ activator->client->sess.sessionTeam != TEAM_BLUE ) {
+ return;
+ }
+ }
+
+ G_UseTargets (ent, ent->activator);
+
+ if ( ent->wait > 0 ) {
+ ent->think = multi_wait;
+ ent->nextthink = level.time + ( ent->wait + ent->random * crandom() ) * 1000;
+ } else {
+ // we can't just remove (self) here, because this is a touch function
+ // called while looping through area links...
+ ent->touch = 0;
+ ent->nextthink = level.time + FRAMETIME;
+ ent->think = G_FreeEntity;
+ }
+}
+
+void Use_Multi( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
+ multi_trigger( ent, activator );
+}
+
+void Touch_Multi( gentity_t *self, gentity_t *other, trace_t *trace ) {
+ if( !other->client ) {
+ return;
+ }
+ multi_trigger( self, other );
+}
+
+/*QUAKED trigger_multiple (.5 .5 .5) ?
+"wait" : Seconds between triggerings, 0.5 default, -1 = one time only.
+"random" wait variance, default is 0
+Variable sized repeatable trigger. Must be targeted at one or more entities.
+so, the basic time between firing is a random time between
+(wait - random) and (wait + random)
+*/
+void SP_trigger_multiple( gentity_t *ent ) {
+ G_SpawnFloat( "wait", "0.5", &ent->wait );
+ G_SpawnFloat( "random", "0", &ent->random );
+
+ if ( ent->random >= ent->wait && ent->wait >= 0 ) {
+ ent->random = ent->wait - FRAMETIME;
+ G_Printf( "trigger_multiple has random >= wait\n" );
+ }
+
+ ent->touch = Touch_Multi;
+ ent->use = Use_Multi;
+
+ InitTrigger( ent );
+ trap_LinkEntity (ent);
+}
+
+
+
+/*
+==============================================================================
+
+trigger_always
+
+==============================================================================
+*/
+
+void trigger_always_think( gentity_t *ent ) {
+ G_UseTargets(ent, ent);
+ G_FreeEntity( ent );
+}
+
+/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)
+This trigger will always fire. It is activated by the world.
+*/
+void SP_trigger_always (gentity_t *ent) {
+ // we must have some delay to make sure our use targets are present
+ ent->nextthink = level.time + 300;
+ ent->think = trigger_always_think;
+}
+
+
+/*
+==============================================================================
+
+trigger_push
+
+==============================================================================
+*/
+
+void trigger_push_touch (gentity_t *self, gentity_t *other, trace_t *trace ) {
+
+ if ( !other->client ) {
+ return;
+ }
+
+ BG_TouchJumpPad( &other->client->ps, &self->s );
+}
+
+
+/*
+=================
+AimAtTarget
+
+Calculate origin2 so the target apogee will be hit
+=================
+*/
+void AimAtTarget( gentity_t *self ) {
+ gentity_t *ent;
+ vec3_t origin;
+ float height, gravity, time, forward;
+ float dist;
+
+ VectorAdd( self->r.absmin, self->r.absmax, origin );
+ VectorScale ( origin, 0.5, origin );
+
+ ent = G_PickTarget( self->target );
+ if ( !ent ) {
+ G_FreeEntity( self );
+ return;
+ }
+
+ height = ent->s.origin[2] - origin[2];
+ gravity = g_gravity.value;
+ time = sqrt( height / ( .5 * gravity ) );
+ if ( !time ) {
+ G_FreeEntity( self );
+ return;
+ }
+
+ // set s.origin2 to the push velocity
+ VectorSubtract ( ent->s.origin, origin, self->s.origin2 );
+ self->s.origin2[2] = 0;
+ dist = VectorNormalize( self->s.origin2);
+
+ forward = dist / time;
+ VectorScale( self->s.origin2, forward, self->s.origin2 );
+
+ self->s.origin2[2] = time * gravity;
+}
+
+
+/*QUAKED trigger_push (.5 .5 .5) ?
+Must point at a target_position, which will be the apex of the leap.
+This will be client side predicted, unlike target_push
+*/
+void SP_trigger_push( gentity_t *self ) {
+ InitTrigger (self);
+
+ // unlike other triggers, we need to send this one to the client
+ self->r.svFlags &= ~SVF_NOCLIENT;
+
+ // make sure the client precaches this sound
+ G_SoundIndex("sound/world/jumppad.wav");
+
+ self->s.eType = ET_PUSH_TRIGGER;
+ self->touch = trigger_push_touch;
+ self->think = AimAtTarget;
+ self->nextthink = level.time + FRAMETIME;
+ trap_LinkEntity (self);
+}
+
+
+void Use_target_push( gentity_t *self, gentity_t *other, gentity_t *activator ) {
+ if ( !activator->client ) {
+ return;
+ }
+
+ if ( activator->client->ps.pm_type != PM_NORMAL ) {
+ return;
+ }
+ if ( activator->client->ps.powerups[PW_FLIGHT] ) {
+ return;
+ }
+
+ VectorCopy (self->s.origin2, activator->client->ps.velocity);
+
+ // play fly sound every 1.5 seconds
+ if ( activator->fly_sound_debounce_time < level.time ) {
+ activator->fly_sound_debounce_time = level.time + 1500;
+ G_Sound( activator, CHAN_AUTO, self->noise_index );
+ }
+}
+
+/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) bouncepad
+Pushes the activator in the direction.of angle, or towards a target apex.
+"speed" defaults to 1000
+if "bouncepad", play bounce noise instead of windfly
+*/
+void SP_target_push( gentity_t *self ) {
+ if (!self->speed) {
+ self->speed = 1000;
+ }
+ G_SetMovedir (self->s.angles, self->s.origin2);
+ VectorScale (self->s.origin2, self->speed, self->s.origin2);
+
+ if ( self->spawnflags & 1 ) {
+ self->noise_index = G_SoundIndex("sound/world/jumppad.wav");
+ } else {
+ self->noise_index = G_SoundIndex("sound/misc/windfly.wav");
+ }
+ if ( self->target ) {
+ VectorCopy( self->s.origin, self->r.absmin );
+ VectorCopy( self->s.origin, self->r.absmax );
+ self->think = AimAtTarget;
+ self->nextthink = level.time + FRAMETIME;
+ }
+ self->use = Use_target_push;
+}
+
+/*
+==============================================================================
+
+trigger_teleport
+
+==============================================================================
+*/
+
+void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace ) {
+ gentity_t *dest;
+
+ if ( !other->client ) {
+ return;
+ }
+ if ( other->client->ps.pm_type == PM_DEAD ) {
+ return;
+ }
+ // Spectators only?
+ if ( ( self->spawnflags & 1 ) &&
+ other->client->sess.sessionTeam != TEAM_SPECTATOR ) {
+ return;
+ }
+
+
+ dest = G_PickTarget( self->target );
+ if (!dest) {
+ G_Printf ("Couldn't find teleporter destination\n");
+ return;
+ }
+
+ TeleportPlayer( other, dest->s.origin, dest->s.angles );
+}
+
+
+/*QUAKED trigger_teleport (.5 .5 .5) ? SPECTATOR
+Allows client side prediction of teleportation events.
+Must point at a target_position, which will be the teleport destination.
+
+If spectator is set, only spectators can use this teleport
+Spectator teleporters are not normally placed in the editor, but are created
+automatically near doors to allow spectators to move through them
+*/
+void SP_trigger_teleport( gentity_t *self ) {
+ InitTrigger (self);
+
+ // unlike other triggers, we need to send this one to the client
+ // unless is a spectator trigger
+ if ( self->spawnflags & 1 ) {
+ self->r.svFlags |= SVF_NOCLIENT;
+ } else {
+ self->r.svFlags &= ~SVF_NOCLIENT;
+ }
+
+ // make sure the client precaches this sound
+ G_SoundIndex("sound/world/jumppad.wav");
+
+ self->s.eType = ET_TELEPORT_TRIGGER;
+ self->touch = trigger_teleporter_touch;
+
+ trap_LinkEntity (self);
+}
+
+
+/*
+==============================================================================
+
+trigger_hurt
+
+==============================================================================
+*/
+
+/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF - SILENT NO_PROTECTION SLOW
+Any entity that touches this will be hurt.
+It does dmg points of damage each server frame
+Targeting the trigger will toggle its on / off state.
+
+SILENT supresses playing the sound
+SLOW changes the damage rate to once per second
+NO_PROTECTION *nothing* stops the damage
+
+"dmg" default 5 (whole numbers only)
+
+*/
+void hurt_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
+ if ( self->r.linked ) {
+ trap_UnlinkEntity( self );
+ } else {
+ trap_LinkEntity( self );
+ }
+}
+
+void hurt_touch( gentity_t *self, gentity_t *other, trace_t *trace ) {
+ int dflags;
+
+ if ( !other->takedamage ) {
+ return;
+ }
+
+ if ( self->timestamp > level.time ) {
+ return;
+ }
+
+ if ( self->spawnflags & 16 ) {
+ self->timestamp = level.time + 1000;
+ } else {
+ self->timestamp = level.time + FRAMETIME;
+ }
+
+ // play sound
+ if ( !(self->spawnflags & 4) ) {
+ G_Sound( other, CHAN_AUTO, self->noise_index );
+ }
+
+ if (self->spawnflags & 8)
+ dflags = DAMAGE_NO_PROTECTION;
+ else
+ dflags = 0;
+ G_Damage (other, self, self, NULL, NULL, self->damage, dflags, MOD_TRIGGER_HURT);
+}
+
+void SP_trigger_hurt( gentity_t *self ) {
+ InitTrigger (self);
+
+ self->noise_index = G_SoundIndex( "sound/world/electro.wav" );
+ self->touch = hurt_touch;
+
+ if ( !self->damage ) {
+ self->damage = 5;
+ }
+
+ self->r.contents = CONTENTS_TRIGGER;
+
+ if ( self->spawnflags & 2 ) {
+ self->use = hurt_use;
+ }
+
+ // link in to the world if starting active
+ if ( ! (self->spawnflags & 1) ) {
+ trap_LinkEntity (self);
+ }
+}
+
+
+/*
+==============================================================================
+
+timer
+
+==============================================================================
+*/
+
+
+/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
+This should be renamed trigger_timer...
+Repeatedly fires its targets.
+Can be turned on or off by using.
+
+"wait" base time between triggering all targets, default is 1
+"random" wait variance, default is 0
+so, the basic time between firing is a random time between
+(wait - random) and (wait + random)
+
+*/
+void func_timer_think( gentity_t *self ) {
+ G_UseTargets (self, self->activator);
+ // set time before next firing
+ self->nextthink = level.time + 1000 * ( self->wait + crandom() * self->random );
+}
+
+void func_timer_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
+ self->activator = activator;
+
+ // if on, turn it off
+ if ( self->nextthink ) {
+ self->nextthink = 0;
+ return;
+ }
+
+ // turn it on
+ func_timer_think (self);
+}
+
+void SP_func_timer( gentity_t *self ) {
+ G_SpawnFloat( "random", "1", &self->random);
+ G_SpawnFloat( "wait", "1", &self->wait );
+
+ self->use = func_timer_use;
+ self->think = func_timer_think;
+
+ if ( self->random >= self->wait ) {
+ self->random = self->wait - FRAMETIME;
+ G_Printf( "func_timer at %s has random >= wait\n", vtos( self->s.origin ) );
+ }
+
+ if ( self->spawnflags & 1 ) {
+ self->nextthink = level.time + FRAMETIME;
+ self->activator = self;
+ }
+
+ self->r.svFlags = SVF_NOCLIENT;
+}
+
+