365 lines
7.5 KiB
Plaintext
365 lines
7.5 KiB
Plaintext
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void() plat_center_touch;
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void() plat_outside_touch;
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void() plat_trigger_use;
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void() plat_go_up;
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void() plat_go_down;
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void() plat_crush;
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float PLAT_LOW_TRIGGER = 1;
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void() plat_spawn_inside_trigger =
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{
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local entity trigger;
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local vector tmin, tmax;
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//
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// middle trigger
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//
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trigger = spawn();
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trigger.touch = plat_center_touch;
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trigger.movetype = MOVETYPE_NONE;
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trigger.solid = SOLID_TRIGGER;
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trigger.enemy = self;
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tmin = self.mins + '25 25 0';
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tmax = self.maxs - '25 25 -8';
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tmin_z = tmax_z - (self.pos1_z - self.pos2_z + 8);
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if (self.spawnflags & PLAT_LOW_TRIGGER)
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tmax_z = tmin_z + 8;
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if (self.size_x <= 50)
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{
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tmin_x = (self.mins_x + self.maxs_x) / 2;
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tmax_x = tmin_x + 1;
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}
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if (self.size_y <= 50)
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{
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tmin_y = (self.mins_y + self.maxs_y) / 2;
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tmax_y = tmin_y + 1;
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}
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setsize (trigger, tmin, tmax);
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};
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void() plat_hit_top =
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{
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sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
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self.state = STATE_TOP;
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self.think = plat_go_down;
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self.nextthink = self.ltime + 3;
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};
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void() plat_hit_bottom =
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{
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sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
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self.state = STATE_BOTTOM;
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};
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void() plat_go_down =
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{
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sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
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self.state = STATE_DOWN;
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SUB_CalcMove (self.pos2, self.speed, plat_hit_bottom);
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};
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void() plat_go_up =
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{
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sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
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self.state = STATE_UP;
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SUB_CalcMove (self.pos1, self.speed, plat_hit_top);
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};
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void() plat_center_touch =
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{
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if (other.classname != "player")
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return;
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if (other.health <= 0)
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return;
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self = self.enemy;
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if (self.state == STATE_BOTTOM)
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plat_go_up ();
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else if (self.state == STATE_TOP)
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self.nextthink = self.ltime + 1; // delay going down
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};
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void() plat_outside_touch =
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{
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if (other.classname != "player")
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return;
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if (other.health <= 0)
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return;
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//dprint ("plat_outside_touch\n");
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self = self.enemy;
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if (self.state == STATE_TOP)
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plat_go_down ();
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};
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void() plat_trigger_use =
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{
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if (self.think)
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return; // allready activated
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plat_go_down();
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};
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void() plat_crush =
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{
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//dprint ("plat_crush\n");
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T_Damage (other, self, self, 1);
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if (self.state == STATE_UP)
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plat_go_down ();
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else if (self.state == STATE_DOWN)
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plat_go_up ();
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else
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objerror ("plat_crush: bad self.state\n");
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};
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void() plat_use =
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{
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self.use = SUB_Null;
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if (self.state != STATE_UP)
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objerror ("plat_use: not in up state");
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plat_go_down();
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};
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/*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER
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speed default 150
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Plats are always drawn in the extended position, so they will light correctly.
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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.
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If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determined by the model's height.
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Set "sounds" to one of the following:
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1) base fast
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2) chain slow
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*/
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void() func_plat =
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{
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local entity t;
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if (!self.t_length)
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self.t_length = 80;
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if (!self.t_width)
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self.t_width = 10;
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if (self.sounds == 0)
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self.sounds = 2;
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// FIX THIS TO LOAD A GENERIC PLAT SOUND
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if (self.sounds == 1)
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{
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precache_sound ("plats/plat1.wav");
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precache_sound ("plats/plat2.wav");
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self.noise = "plats/plat1.wav";
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self.noise1 = "plats/plat2.wav";
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}
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if (self.sounds == 2)
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{
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precache_sound ("plats/medplat1.wav");
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precache_sound ("plats/medplat2.wav");
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self.noise = "plats/medplat1.wav";
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self.noise1 = "plats/medplat2.wav";
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}
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self.mangle = self.angles;
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self.angles = '0 0 0';
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self.classname = "plat";
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self.solid = SOLID_BSP;
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self.movetype = MOVETYPE_PUSH;
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setorigin (self, self.origin);
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setmodel (self, self.model);
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setsize (self, self.mins , self.maxs);
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self.blocked = plat_crush;
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if (!self.speed)
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self.speed = 150;
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// pos1 is the top position, pos2 is the bottom
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self.pos1 = self.origin;
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self.pos2 = self.origin;
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if (self.height)
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self.pos2_z = self.origin_z - self.height;
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else
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self.pos2_z = self.origin_z - self.size_z + 8;
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self.use = plat_trigger_use;
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plat_spawn_inside_trigger (); // the "start moving" trigger
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if (self.targetname)
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{
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self.state = STATE_UP;
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self.use = plat_use;
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}
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else
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{
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setorigin (self, self.pos2);
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self.state = STATE_BOTTOM;
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}
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};
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//============================================================================
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void() train_next;
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void() func_train_find;
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void() train_blocked =
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{
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if (time < self.attack_finished)
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return;
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self.attack_finished = time + 0.5;
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T_Damage (other, self, self, self.dmg);
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};
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void() train_use =
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{
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if (self.think != func_train_find)
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return; // already activated
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train_next();
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};
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void() train_wait =
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{
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if (self.wait)
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{
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self.nextthink = self.ltime + self.wait;
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sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
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}
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else
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self.nextthink = self.ltime + 0.1;
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self.think = train_next;
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};
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void() train_next =
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{
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local entity targ;
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targ = find (world, targetname, self.target);
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self.target = targ.target;
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if (!self.target)
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objerror ("train_next: no next target");
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if (targ.wait)
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self.wait = targ.wait;
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else
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self.wait = 0;
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sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
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SUB_CalcMove (targ.origin - self.mins, self.speed, train_wait);
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};
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void() func_train_find =
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{
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local entity targ;
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targ = find (world, targetname, self.target);
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self.target = targ.target;
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setorigin (self, targ.origin - self.mins);
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if (!self.targetname)
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{ // not triggered, so start immediately
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self.nextthink = self.ltime + 0.1;
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self.think = train_next;
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}
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};
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/*QUAKED func_train (0 .5 .8) ?
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Trains are moving platforms that players can ride.
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The targets origin specifies the min point of the train at each corner.
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The train spawns at the first target it is pointing at.
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If the train is the target of a button or trigger, it will not begin moving until activated.
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speed default 100
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dmg default 2
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sounds
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1) ratchet metal
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*/
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void() func_train =
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{
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if (!self.speed)
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self.speed = 100;
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if (!self.target)
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objerror ("func_train without a target");
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if (!self.dmg)
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self.dmg = 2;
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if (self.sounds == 0)
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{
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self.noise = ("misc/null.wav");
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precache_sound ("misc/null.wav");
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self.noise1 = ("misc/null.wav");
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precache_sound ("misc/null.wav");
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}
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if (self.sounds == 1)
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{
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self.noise = ("plats/train2.wav");
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precache_sound ("plats/train2.wav");
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self.noise1 = ("plats/train1.wav");
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precache_sound ("plats/train1.wav");
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}
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self.cnt = 1;
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self.solid = SOLID_BSP;
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self.movetype = MOVETYPE_PUSH;
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self.blocked = train_blocked;
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self.use = train_use;
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self.classname = "train";
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setmodel (self, self.model);
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setsize (self, self.mins , self.maxs);
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setorigin (self, self.origin);
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// start trains on the second frame, to make sure their targets have had
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// a chance to spawn
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self.nextthink = self.ltime + 0.1;
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self.think = func_train_find;
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};
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/*QUAKED misc_teleporttrain (0 .5 .8) (-8 -8 -8) (8 8 8)
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This is used for the final bos
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*/
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void() misc_teleporttrain =
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{
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if (!self.speed)
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self.speed = 100;
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if (!self.target)
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objerror ("func_train without a target");
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self.cnt = 1;
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self.solid = SOLID_NOT;
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self.movetype = MOVETYPE_PUSH;
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self.blocked = train_blocked;
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self.use = train_use;
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self.avelocity = '100 200 300';
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self.noise = ("misc/null.wav");
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precache_sound ("misc/null.wav");
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self.noise1 = ("misc/null.wav");
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precache_sound ("misc/null.wav");
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precache_model2 ("progs/teleport.mdl");
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setmodel (self, "progs/teleport.mdl");
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setsize (self, self.mins , self.maxs);
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setorigin (self, self.origin);
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// start trains on the second frame, to make sure their targets have had
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// a chance to spawn
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self.nextthink = self.ltime + 0.1;
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self.think = func_train_find;
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};
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