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0792fbaee9
Author | SHA1 | Date |
---|---|---|
Marco Cawthorne | 0792fbaee9 | |
Marco Cawthorne | cb4ba0c201 | |
Marco Cawthorne | ca318e29f9 | |
Marco Cawthorne | c60012b757 | |
Marco Cawthorne | 8b2d484917 | |
Marco Cawthorne | 02551ed71b |
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@ -21,7 +21,7 @@ typedef enumflags
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BUTTA_TEXON /**< Button texture starts in the **ON** state. */
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} sf_button_target_t;
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/*!QUAKED button_target (0 .5 .8) ? BUTTA_USE BUTTA_TEXON
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/*!QUAKED button_target (0 .5 .8) ? USE TEXTURE_ON
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# OVERVIEW
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Non-moving button that can either be used by hand, or shot.
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@ -31,8 +31,8 @@ Non-moving button that can either be used by hand, or shot.
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- "delay" : Time in seconds until target is triggered.
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# SPAWNFLAGS
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- BUTTA_USE (1) : Button becomes 'use' only, clients have to interact with it manually instead of shooting it.
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- BUTTA_TEXON (2) : Texture choices will be inverted in case multiple frames exist.
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- USE (1) : Button becomes 'use' only, clients have to interact with it manually instead of shooting it.
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- TEXTURE_ON (2) : Texture choices will be inverted in case multiple frames exist.
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# TRIVIA
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This entity was introduced in Half-Life (1998).
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@ -35,6 +35,9 @@ Shoots model entities from its location.
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- "m_flGibLife" : Life of the individual model piece.
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- "scale" : Scale modifier of the model pieces.
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# INPUTS
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- "Shoot" : Causes the shooter to shoot.
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# TRIVIA
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This entity was introduced in Half-Life (1998).
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*/
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@ -50,7 +53,9 @@ public:
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virtual void SpawnKey(string,string);
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virtual void Respawn(void);
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virtual void Trigger(entity, triggermode_t);
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virtual void Input(entity, string, string);
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nonvirtual void ShootGib(void);
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nonvirtual void ShooterLoop(void);
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private:
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int m_iGibs;
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@ -64,6 +69,7 @@ private:
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float m_flShootSounds;
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float m_flScale;
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float m_flSkin;
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bool m_bCanScale;
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};
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void
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@ -79,6 +85,7 @@ env_shooter::env_shooter(void)
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m_flShootSounds = 0;
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m_flScale = 1.0;
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m_flSkin = 0;
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m_bCanScale = false;
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}
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void
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@ -86,8 +93,9 @@ env_shooter::Spawned(void)
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{
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super::Spawned();
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if (m_strShootModel)
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if (m_strShootModel) {
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precache_model(m_strShootModel);
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}
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/* There isn't a much more portable to do this, maybe this can be abstracted
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through separate soundDef entries but I don't know if that'll be less annoying. */
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@ -111,6 +119,11 @@ env_shooter::Spawned(void)
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default:
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break;
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}
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/* figure out if we're a sprite... */
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if (Util_ExtensionFromString(m_strShootModel) == "spr") {
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m_bCanScale = true;
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}
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}
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void
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@ -127,6 +140,7 @@ env_shooter::Save(float handle)
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SaveFloat(handle, "m_flShootSounds", m_flShootSounds);
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SaveFloat(handle, "m_flScale", m_flScale);
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SaveFloat(handle, "m_flSkin", m_flSkin);
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SaveBool(handle, "m_bCanScale", m_bCanScale);
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}
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void
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@ -163,6 +177,9 @@ env_shooter::Restore(string strKey, string strValue)
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case "m_flSkin":
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m_flSkin = ReadFloat(strValue);
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break;
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case "m_bCanScale":
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m_bCanScale = ReadBool(strValue);
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break;
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default:
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super::Restore(strKey, strValue);
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}
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@ -173,34 +190,34 @@ env_shooter::SpawnKey(string strKey, string strValue)
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{
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switch (strKey) {
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case "angle":
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angles = [stof(strValue) * 90, 0, 0];
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angles = [ReadFloat(strValue) * 90, 0, 0];
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break;
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case "m_iGibs":
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m_iGibs = stoi(strValue);
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m_iGibs = ReadInt(strValue);
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break;
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case "delay":
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m_flDelay = stof(strValue);
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m_flDelay = ReadFloat(strValue);
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break;
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case "m_flVelocity":
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m_flVelocity = stof(strValue);
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m_flVelocity = ReadFloat(strValue);
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break;
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case "m_flVariance":
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m_flVariance = stof(strValue);
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m_flVariance = ReadFloat(strValue);
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break;
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case "m_flGibLife":
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m_flGibLife = stof(strValue);
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m_flGibLife = ReadFloat(strValue);
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break;
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case "shootmodel":
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m_strShootModel = strValue;
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break;
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case "shootsounds":
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m_flShootSounds = stof(strValue);
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m_flShootSounds = ReadFloat(strValue);
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break;
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case "scale":
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m_flScale = stof(strValue);
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m_flScale = ReadFloat(strValue);
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break;
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case "skin":
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m_flSkin = stof(strValue);
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m_flSkin = ReadFloat(strValue);
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break;
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default:
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super::SpawnKey(strKey, strValue);
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@ -228,13 +245,23 @@ env_shooter::ShootGib(void)
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NSRenderableEntity eGib = spawn(NSRenderableEntity);
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eGib.SetMovetype(MOVETYPE_BOUNCE);
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eGib.SetModel(m_strShootModel);
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eGib.SetSize([-8,-8,-8],[8,8,8]);
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eGib.SetOrigin(GetOrigin());
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eGib.SetAngles(GetAngles());
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eGib.SetRenderColor(m_vecRenderColor);
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eGib.SetRenderMode(m_iRenderMode);
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eGib.SetRenderFX(m_iRenderFX);
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eGib.SetRenderAmt(m_flRenderAmt);
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eGib.SetScale(m_flScale);
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/* scale multiplier only works on sprites.
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the env_shooter entities in lambda_bunker.bsp rely
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on this exact behaviour. if Source added support
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for this you need to differentiate between the two. */
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if (m_bCanScale == true) {
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eGib.SetScale(m_flScale);
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}
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eGib.SetSize([-8,-8,-8],[8,8,8]);
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eGib.SetSkin(m_flSkin);
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switch (m_flShootSounds) {
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@ -273,12 +300,17 @@ env_shooter::ShootGib(void)
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eGib.SetVelocity(vecThrowVel);
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eGib.SetAngularVelocity(vecSpinVel);
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eGib.ScheduleThink(Destroy, m_flGibLife);
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}
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void
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env_shooter::ShooterLoop(void)
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{
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ShootGib();
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m_iGibsLeft--;
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/* keep shooting til we're done */
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if (m_iGibsLeft) {
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ScheduleThink(ShootGib, m_flDelay);
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ScheduleThink(ShooterLoop, m_flDelay);
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} else {
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/* no more gibs left, destroy if wanted */
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if (HasSpawnFlags(EVSHOOTER_REPEATABLE) == false) {
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@ -300,7 +332,7 @@ env_shooter::Trigger(entity act, triggermode_t state)
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m_iGibsLeft = m_iGibs;
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}
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ScheduleThink(ShootGib, m_flDelay);
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ScheduleThink(ShooterLoop, m_flDelay);
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break;
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default:
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if (IsThinking() == false)
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@ -309,3 +341,14 @@ env_shooter::Trigger(entity act, triggermode_t state)
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Trigger(act, TRIG_OFF);
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}
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}
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void
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env_shooter::Input(entity entityActivator, string inputName, string dataField)
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{
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switch (inputName) {
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case "Shoot":
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ShootGib();
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default:
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super::Input(entityActivator, inputName, dataField);
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}
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}
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@ -22,10 +22,13 @@ enumflags
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EVSPARK_UNUSED4,
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EVSPARK_UNUSED5,
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EVSPARK_TOGGLE,
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EVSPARK_STARTON
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EVSPARK_STARTON,
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EVSPARK_UNUSED6,
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EVSPARK_SILENT,
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EVSPARK_DIRECTIONAL
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};
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/*!QUAKED env_spark (1 .5 0) (-8 -8 -8) (8 8 8) x x x x x EVSPARK_TOGGLE EVSPARK_STARTON
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/*!QUAKED env_spark (1 .5 0) (-8 -8 -8) (8 8 8) x x x x x TOGGLE START_ON
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# OVERVIEW
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Creates a series (or just one) spark effect with sound when triggered.
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@ -36,13 +39,21 @@ Creates a series (or just one) spark effect with sound when triggered.
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- "angles" : Sets the pitch, yaw and roll angles of the spark.
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- "MaxDelay" : Delay between sparks when start-on (or toggle) is set
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# INPUTS
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- "StartSpark" : Enables a continous spark emitter.
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- "StopSpark" : Stops the ongoing spark emitter.
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- "ToggleSpark" : Toggles the state of the spark emitter.
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- "SparkOnce" : Creates a single spark effect, once.
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# SPAWNFLAGS
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- EVSPARK_TOGGLE (32) : When triggered, it'll spark continously with "MaxDelay" dictating the interval.
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- EVSPARK_STARTON (64) : Start sparking upon spawning, at least waiting til "MaxDelay" seconds has passed.
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- TOGGLE (32) : When triggered, it'll spark continously with "MaxDelay" dictating the interval.
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- START_ON (64) : Start sparking upon spawning, at least waiting til "MaxDelay" seconds has passed.
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- SILENT (256) : Do not play a sound.
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- DIRECTIONAL (512) : Angles are respected to direct the spark.
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# NOTES
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The spawnflags EVSPARK_TOGGLE and EVSPARK_STARTON are often used together.
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Without them set, it'll of course only spark once whenever it's triggered.
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The spawnflag START_ON (32) automatically enables the TOGGLE (64) flag
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as well.
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# TRIVIA
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This entity was introduced in Half-Life (1998).
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@ -59,17 +70,24 @@ public:
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virtual void Spawned(void);
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virtual void Respawn(void);
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virtual void Trigger(entity, triggermode_t);
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nonvirtual void CreateSpark(void);
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nonvirtual void TimedSpark(void);
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virtual void Input(entity, string, string);
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nonvirtual void _TimedSpark(void);
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nonvirtual void StartSpark(void);
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nonvirtual void StopSpark(void);
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nonvirtual void ToggleSpark(void);
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nonvirtual void SparkOnce(void);
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private:
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float m_flMaxDelay;
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int _m_iSparkParticle;
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};
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void
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env_spark::env_spark(void)
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{
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m_flMaxDelay = 0.0f;
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_m_iSparkParticle = 0i;
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}
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void
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@ -77,6 +95,7 @@ env_spark::Save(float handle)
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{
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super::Save(handle);
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SaveFloat(handle, "m_flMaxDelay", m_flMaxDelay);
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SaveInt(handle, "_m_iSparkParticle", _m_iSparkParticle);
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}
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void
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@ -86,6 +105,9 @@ env_spark::Restore(string strKey, string strValue)
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case "m_flMaxDelay":
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m_flMaxDelay = ReadFloat(strValue);
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break;
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case "_m_iSparkParticle":
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_m_iSparkParticle = ReadInt(strValue);
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break;
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default:
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super::Restore(strKey, strValue);
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}
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@ -108,55 +130,104 @@ env_spark::Spawned(void)
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{
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super::Spawned();
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Sound_Precache("env_spark.sfx");
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Sound_Precache("fx.spark");
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_m_iSparkParticle = particleeffectnum("fx_spark.main");
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}
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void
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env_spark::Respawn(void)
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{
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InitPointTrigger();
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if (m_flMaxDelay <= 0) {
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m_flMaxDelay = 1.0f;
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}
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if (HasSpawnFlags(EVSPARK_STARTON)) {
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Trigger(this, TRIG_ON);
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StartSpark();
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}
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if (HasSpawnFlags(EVSPARK_DIRECTIONAL) == false) {
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SetAngles([0,0,0]);
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}
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}
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void
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env_spark::StartSpark(void)
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{
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ScheduleThink(_TimedSpark, (random() * m_flMaxDelay));
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}
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void
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env_spark::StopSpark(void)
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{
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ReleaseThink();
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}
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void
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env_spark::ToggleSpark(void)
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{
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if (IsThinking() == true) {
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StopSpark();
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} else {
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StartSpark();
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}
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}
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void
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env_spark::SparkOnce(void)
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{
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if (HasSpawnFlags(EVSPARK_SILENT) == false) {
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StartSoundDef("fx.spark", CHAN_AUTO, true);
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}
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pointparticles(_m_iSparkParticle, origin, angles, 1);
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}
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void
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env_spark::Trigger(entity act, triggermode_t state)
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{
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if (!HasSpawnFlags(EVSPARK_TOGGLE)) {
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CreateSpark();
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if (!HasSpawnFlags(EVSPARK_TOGGLE) && !HasSpawnFlags(EVSPARK_STARTON)) {
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SparkOnce();
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return;
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}
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switch (state) {
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case TRIG_OFF:
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ReleaseThink();
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StopSpark();
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break;
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case TRIG_ON:
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ScheduleThink(CreateSpark, (random() * m_flMaxDelay));
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StartSpark();
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break;
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default:
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if (IsThinking() == true) {
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Trigger(act, TRIG_OFF);
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} else {
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Trigger(act, TRIG_ON);
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}
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ToggleSpark();
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}
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}
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void
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env_spark::CreateSpark(void)
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env_spark::Input(entity theActivator, string inputName, string dataField)
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{
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Sound_Play(this, CHAN_AUTO, "env_spark.sfx");
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pointparticles(particleeffectnum("platform.spark"), origin, angles, 1);
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switch (inputName) {
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case "StartSpark":
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StartSpark();
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break;
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case "StopSpark":
|
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StopSpark();
|
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break;
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case "ToggleSpark":
|
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ToggleSpark();
|
||||
break;
|
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case "SparkOnce":
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SparkOnce();
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break;
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default:
|
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super::Input(theActivator, inputName, dataField);
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}
|
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}
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|
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void
|
||||
env_spark::TimedSpark(void)
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env_spark::_TimedSpark(void)
|
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{
|
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CreateSpark();
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ScheduleThink(CreateSpark, (random() * m_flMaxDelay));
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SparkOnce();
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ScheduleThink(_TimedSpark, (random() * m_flMaxDelay));
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}
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||||
|
|
|
@ -1,5 +1,5 @@
|
|||
/*
|
||||
* Copyright (c) 2016-2022 Vera Visions LLC.
|
||||
* Copyright (c) 2016-2023 Vera Visions LLC.
|
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*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose with or without fee is hereby granted, provided that the above
|
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|
@ -22,7 +22,7 @@ enumflags
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TRAIN_NOTSOLID
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};
|
||||
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||||
/*!QUAKED func_train (0 .5 .8) ? TRAIN_WAIT x x TRAIN_NOTSOLID
|
||||
/*!QUAKED func_train (0 .5 .8) ? WAIT x x NOT_SOLID
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||||
# OVERVIEW
|
||||
Moving platform following along path_corner entities, aka nodes.
|
||||
Most of its behaviour is controlled by the path_corner entities it passes over.
|
||||
|
@ -37,8 +37,8 @@ See the entity definition for path_corner to find out more.
|
|||
- "snd_stop" : Path to sound sample which plays when it stops moving.
|
||||
|
||||
# SPAWNFLAGS
|
||||
- TRAIN_WAIT (1) : Stop at each path_corner until we're triggered again.
|
||||
- TRAIN_NOTSOLID (8) : Don't do collision testing against this entity.
|
||||
- WAIT (1) : Stop at each path_corner until we're triggered again.
|
||||
- NOT_SOLID (8) : Don't do collision testing against this entity.
|
||||
|
||||
# NOTES
|
||||
Upon level entry, the func_train will spawn right where its first path_corner
|
||||
|
@ -47,7 +47,7 @@ box somewhere outside the playable area.
|
|||
|
||||
If no targetname is specified, the train will move on its own at map-launch.
|
||||
|
||||
Marking the func_train with the flag TRAIN_NOTSOLID will make entities not
|
||||
Marking the func_train with the spawnflag NOT_SOLID will make entities not
|
||||
collide with the train. This is best used for things in the distance or for
|
||||
when lasers are following this train as a sort of guide.
|
||||
|
||||
|
@ -257,38 +257,48 @@ func_train::PathMove(void)
|
|||
void
|
||||
func_train::PathDone(void)
|
||||
{
|
||||
path_corner eNode;
|
||||
path_corner eNode = __NULL__;
|
||||
|
||||
eNode = (path_corner)find(world, ::targetname, target);
|
||||
|
||||
if (!eNode) {
|
||||
return;
|
||||
}
|
||||
|
||||
NSLog("func_train (%s): Touched base with path_corner %S", targetname, target);
|
||||
if (HasTargetname()) {
|
||||
NSLog("func_train (id %d, name %S): Touched base with path_corner %S", num_for_edict(this), targetname, target);
|
||||
} else {
|
||||
NSLog("func_train (id %d): Touched base with path_corner %S", num_for_edict(this), target);
|
||||
}
|
||||
|
||||
/* fire the path_corners' target */
|
||||
if (eNode.m_strMessage) {
|
||||
eNode.Trigger(this, TRIG_TOGGLE);
|
||||
}
|
||||
eNode.PathPassTrigger(this, TRIG_TOGGLE);
|
||||
SoundStop();
|
||||
}
|
||||
|
||||
void
|
||||
func_train::PathNext(void)
|
||||
{
|
||||
path_corner eNode;
|
||||
path_corner eNode = __NULL__;
|
||||
|
||||
if (!target)
|
||||
/* it's not as critical here to not have a target anymore */
|
||||
if (HasTriggerTarget() == false) {
|
||||
return;
|
||||
}
|
||||
|
||||
eNode = (path_corner)find(world, ::targetname, target);
|
||||
|
||||
if (!eNode) {
|
||||
/* a little more serious, but we don't want to break the map. */
|
||||
if (eNode == __NULL__) {
|
||||
print(sprintf("func_tracktrain (id %d) target %S does not exist.\n", num_for_edict(this), target));
|
||||
return;
|
||||
}
|
||||
|
||||
SetOrigin(eNode.origin - (mins + maxs) * 0.5);
|
||||
PathDone();
|
||||
m_flWait = eNode.m_flWait;
|
||||
SetTriggerTarget(eNode.target);
|
||||
ClearVelocity();
|
||||
|
||||
if (eNode.m_flSpeed > 0.0f) {
|
||||
m_flCurrentSpeed = eNode.m_flSpeed;
|
||||
|
@ -296,14 +306,6 @@ func_train::PathNext(void)
|
|||
m_flCurrentSpeed = m_flSpeed;
|
||||
}
|
||||
|
||||
/* if speed is 0, retain current speed */
|
||||
//if (eNode.m_flSpeed > 0.0f)
|
||||
//m_flSpeed = eNode.m_flSpeed;
|
||||
|
||||
m_flWait = eNode.m_flWait;
|
||||
SetTriggerTarget(eNode.target);
|
||||
ClearVelocity();
|
||||
|
||||
/* warp */
|
||||
if (eNode.HasSpawnFlags(PC_TELEPORT)) {
|
||||
SetOrigin(eNode.origin - (mins + maxs) * 0.5);
|
||||
|
@ -333,7 +335,34 @@ func_train::Trigger(entity act, triggermode_t state)
|
|||
void
|
||||
func_train::AfterSpawn(void)
|
||||
{
|
||||
PathNext();
|
||||
path_corner eNode = __NULL__;
|
||||
|
||||
if (HasTriggerTarget() == false) {
|
||||
print(sprintf("func_tracktrain (id %d) has no target.\n", num_for_edict(this)));
|
||||
Destroy();
|
||||
return;
|
||||
}
|
||||
|
||||
eNode = (path_corner)find(world, ::targetname, target);
|
||||
|
||||
if (eNode == __NULL__) {
|
||||
print(sprintf("func_tracktrain (id %d) target %S does not exist.\n", num_for_edict(this), target));
|
||||
Destroy();
|
||||
return;
|
||||
}
|
||||
|
||||
/* place us to the first node. */
|
||||
SetOrigin(eNode.origin - (mins + maxs) * 0.5);
|
||||
SetTriggerTarget(eNode.target);
|
||||
ClearVelocity();
|
||||
PathDone();
|
||||
|
||||
/* FIXME: Is this authentic? */
|
||||
if (eNode.m_flSpeed > 0.0f) {
|
||||
m_flCurrentSpeed = eNode.m_flSpeed;
|
||||
} else {
|
||||
m_flCurrentSpeed = m_flSpeed;
|
||||
}
|
||||
|
||||
/* if we're unable to be triggered by anything, begin moving */
|
||||
if (HasTargetname() == false) {
|
||||
|
|
|
@ -14,28 +14,19 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*!QUAKED trigger_changelevel (.5 .5 .5) ? LC_NOINTERMISSION LC_USEONLY
|
||||
vector g_landmarkpos;
|
||||
|
||||
/*!QUAKED info_landmark (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
# OVERVIEW
|
||||
When a Landmark is specified, you will have to position two info_landmark
|
||||
entities across your two levels with the same name. They'll mark a translation
|
||||
point for the coordinates in your levels.
|
||||
Defines a shared point between two levels. Used for level transitions, such
|
||||
as the ones produced by a trigger_changelevel.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "map" : Next .bsp file name to transition to.
|
||||
- "landmark" : Landmark name to target.
|
||||
- "changedelay" : Time in seconds until the transition happens.
|
||||
|
||||
# SPAWNFLAGS
|
||||
- LC_NOINTERMISSION (1) : Don't show intermission cam (unimplemented).
|
||||
- LC_USEONLY (2) : Can't activate through touching, only via triggers.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Quake (1996).
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
vector g_landmarkpos;
|
||||
|
||||
class
|
||||
info_landmark:NSPointTrigger
|
||||
{
|
||||
|
@ -80,6 +71,36 @@ ChangeTarget_Activate(void)
|
|||
foo.TemporaryTimer(self, Finalize, cvar("_bsp_changedelay"), false);
|
||||
}
|
||||
|
||||
/*!QUAKED trigger_changelevel (.5 .5 .5) ? NO_INTERMISSION TRIGGER_ONLY
|
||||
# OVERVIEW
|
||||
A trigger volume that initiates a level change, from one map to the next.
|
||||
It can be used in combination with info_landmark and trigger_transition
|
||||
to define a shared point and a transition area for entities respectively.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "map" : Next .bsp file name to transition to.
|
||||
- "landmark" : Landmark name to target.
|
||||
- "changedelay" : Time in seconds until the transition happens.
|
||||
|
||||
# INPUTS
|
||||
- "ChangeLevel" : Triggers the level to change.
|
||||
|
||||
# OUTPUTS
|
||||
- "OnChangeLevel" : Fired when the level changes.
|
||||
|
||||
# SPAWNFLAGS
|
||||
- NO_INTERMISSION (1) : Don't show intermission cam (unimplemented).
|
||||
- TRIGGER_ONLY (2) : Can't activate through touching, only via triggers.
|
||||
|
||||
# NOTES
|
||||
When a Landmark is specified, you will have to position two info_landmark
|
||||
entities across your two levels with the same name. They'll mark a translation
|
||||
point for the coordinates in your levels.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
class
|
||||
trigger_changelevel:NSBrushTrigger
|
||||
{
|
||||
|
|
|
@ -17,16 +17,18 @@
|
|||
/*!QUAKED trigger_transition (.5 .5 .5) ?
|
||||
# OVERVIEW
|
||||
Defines level transition regions.
|
||||
All entities touching this volume would carry across to the next level.
|
||||
All entities touching this volume will carry across to the next level.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
|
||||
# NOTES
|
||||
In order for this entity to work, you have to assign a working info_landmark entity to your trigger_changelevel, and give this entity the same targetname as said landmark.
|
||||
In order for this entity to work, one has to assign a working info_landmark entity to a trigger_changelevel, and give this entity the same targetname as said landmark.
|
||||
|
||||
If you don't assign a transition, no entities will carry over currently. This is not accurate to vanilla behaviour in Half-Life but should mirror what Source does.
|
||||
In Half-Life, everything as part of the current PVS seems to carry over. This is probably not what you want to ever do, especially in large outdoor maps.
|
||||
In GoldSrc games, it appears that every point-entity that's part of the current PVS (mostly the 'room' and attached path-ways you're currently in) carries over to the next level - if a trigger_transition is not defined.
|
||||
This is probably not what you want to ever do, especially in large outdoor maps where the 'room' is the entire map.
|
||||
|
||||
You can also have more than one trigger_transition with the same name, so if any entity is in any of them they will move with the player across the desired level.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -394,14 +394,14 @@ env_laser::predraw(void)
|
|||
if (m_iBeamFlags & (LASER_STARTSPARKS)) {
|
||||
vector dir = vectoangles(origin - m_vecEndPos);
|
||||
makevectors(dir);
|
||||
pointparticles(particleeffectnum("platform.spark"), origin, -v_forward, 1);
|
||||
pointparticles(particleeffectnum("fx.spark"), origin, -v_forward, 1);
|
||||
}
|
||||
|
||||
if (m_iBeamFlags & (LASER_ENDSPARKS)) {
|
||||
vector dir2 = vectoangles(m_vecEndPos - origin);
|
||||
|
||||
makevectors(dir2);
|
||||
pointparticles(particleeffectnum("platform.spark"), m_vecEndPos, -v_forward, 1);
|
||||
pointparticles(particleeffectnum("fx.spark"), m_vecEndPos, -v_forward, 1);
|
||||
}
|
||||
|
||||
m_flSparkTime = time + 0.25f;
|
||||
|
|
|
@ -369,6 +369,7 @@ init(float prevprogs)
|
|||
PropData_Init();
|
||||
SurfData_Init();
|
||||
DecalGroups_Init();
|
||||
Skill_Init();
|
||||
|
||||
/* DO NOT EVER CHANGE THESE. */
|
||||
cvar_set("r_meshpitch", "1");
|
||||
|
|
|
@ -1 +1,2 @@
|
|||
void Util_ChangeClass(entity, string);
|
||||
void Util_ChangeClass(entity, string);
|
||||
string Util_ExtensionFromString(string inputString);
|
|
@ -69,4 +69,11 @@ Util_ChangeClass(entity objectID, string className)
|
|||
self = objectID;
|
||||
callfunction(strcat("spawnfunc_", className));
|
||||
self = oldSelf;
|
||||
}
|
||||
|
||||
string
|
||||
Util_ExtensionFromString(string inputString)
|
||||
{
|
||||
int modelNameLength = strlen(inputString);
|
||||
return substring(inputString, modelNameLength - 3, modelNameLength);
|
||||
}
|
Loading…
Reference in New Issue