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-rw-r--r--src/game/g_trigger.c1141
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diff --git a/src/game/g_trigger.c b/src/game/g_trigger.c
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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2006 Tim Angus
+
+This file is part of Tremulous.
+
+Tremulous 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.
+
+Tremulous 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 Tremulous; 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->ps.stats[ STAT_PTEAM ] != PTE_HUMANS )
+ return;
+
+ if( ( ent->spawnflags & 2 ) &&
+ activator->client->ps.stats[ STAT_PTEAM ] != PTE_ALIENS )
+ 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 && other->s.eType != ET_BUILDABLE )
+ 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;
+}
+
+
+/*
+=================
+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 / ( 0.5 * 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;
+
+ 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;
+
+ VectorCopy( self->s.origin2, activator->client->ps.velocity );
+
+}
+
+/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8)
+Pushes the activator in the direction.of angle, or towards a target apex.
+"speed" defaults to 1000
+*/
+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->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( self->s.eFlags & EF_NODRAW )
+ return;
+
+ 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 );
+}
+
+/*
+===============
+trigger_teleport_use
+===============
+*/
+void trigger_teleporter_use( gentity_t *ent, gentity_t *other, gentity_t *activator )
+{
+ ent->s.eFlags ^= EF_NODRAW;
+}
+
+
+/*QUAKED trigger_teleport (.5 .5 .5) ? SPECTATOR SPAWN_DISABLED
+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;
+
+ // SPAWN_DISABLED
+ if( self->spawnflags & 2 )
+ self->s.eFlags |= EF_NODRAW;
+
+ self->s.eType = ET_TELEPORT_TRIGGER;
+ self->touch = trigger_teleporter_touch;
+ self->use = trigger_teleporter_use;
+
+ 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/misc/electro.wav" );
+ self->touch = hurt_touch;
+
+ if( self->damage <= 0 )
+ 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;
+}
+
+
+/*
+===============
+G_Checktrigger_stages
+
+Called when stages change
+===============
+*/
+void G_Checktrigger_stages( pTeam_t team, stage_t stage )
+{
+ int i;
+ gentity_t *ent;
+
+ for( i = 1, ent = g_entities + i ; i < level.num_entities ; i++, ent++ )
+ {
+ if( !ent->inuse )
+ continue;
+
+ if( !Q_stricmp( ent->classname, "trigger_stage" ) )
+ {
+ if( team == ent->stageTeam && stage == ent->stageStage )
+ ent->use( ent, ent, ent );
+ }
+ }
+}
+
+
+/*
+===============
+trigger_stage_use
+===============
+*/
+void trigger_stage_use( gentity_t *self, gentity_t *other, gentity_t *activator )
+{
+ G_UseTargets( self, self );
+}
+
+void SP_trigger_stage( gentity_t *self )
+{
+ G_SpawnInt( "team", "0", (int *)&self->stageTeam );
+ G_SpawnInt( "stage", "0", (int *)&self->stageStage );
+
+ self->use = trigger_stage_use;
+
+ self->r.svFlags = SVF_NOCLIENT;
+}
+
+
+/*
+===============
+trigger_win
+===============
+*/
+void trigger_win( gentity_t *self, gentity_t *other, gentity_t *activator )
+{
+ G_UseTargets( self, self );
+}
+
+void SP_trigger_win( gentity_t *self )
+{
+ G_SpawnInt( "team", "0", (int *)&self->stageTeam );
+
+ self->use = trigger_win;
+
+ self->r.svFlags = SVF_NOCLIENT;
+}
+
+
+/*
+===============
+trigger_buildable_match
+===============
+*/
+qboolean trigger_buildable_match( gentity_t *self, gentity_t *activator )
+{
+ int i = 0;
+
+ //if there is no buildable list every buildable triggers
+ if( self->bTriggers[ i ] == BA_NONE )
+ return qtrue;
+ else
+ {
+ //otherwise check against the list
+ for( i = 0; self->bTriggers[ i ] != BA_NONE; i++ )
+ {
+ if( activator->s.modelindex == self->bTriggers[ i ] )
+ return qtrue;
+ }
+ }
+
+ return qfalse;
+}
+
+/*
+===============
+trigger_buildable_trigger
+===============
+*/
+void trigger_buildable_trigger( gentity_t *self, gentity_t *activator )
+{
+ self->activator = activator;
+
+ if( self->s.eFlags & EF_NODRAW )
+ return;
+
+ if( self->nextthink )
+ return; // can't retrigger until the wait is over
+
+ if( self->s.eFlags & EF_DEAD )
+ {
+ if( !trigger_buildable_match( self, activator ) )
+ G_UseTargets( self, activator );
+ }
+ else
+ {
+ if( trigger_buildable_match( self, activator ) )
+ G_UseTargets( self, activator );
+ }
+
+ if( self->wait > 0 )
+ {
+ self->think = multi_wait;
+ self->nextthink = level.time + ( self->wait + self->random * crandom( ) ) * 1000;
+ }
+ else
+ {
+ // we can't just remove (self) here, because this is a touch function
+ // called while looping through area links...
+ self->touch = 0;
+ self->nextthink = level.time + FRAMETIME;
+ self->think = G_FreeEntity;
+ }
+}
+
+/*
+===============
+trigger_buildable_touch
+===============
+*/
+void trigger_buildable_touch( gentity_t *ent, gentity_t *other, trace_t *trace )
+{
+ //only triggered by buildables
+ if( other->s.eType != ET_BUILDABLE )
+ return;
+
+ trigger_buildable_trigger( ent, other );
+}
+
+/*
+===============
+trigger_buildable_use
+===============
+*/
+void trigger_buildable_use( gentity_t *ent, gentity_t *other, gentity_t *activator )
+{
+ ent->s.eFlags ^= EF_NODRAW;
+}
+
+/*
+===============
+SP_trigger_buildable
+===============
+*/
+void SP_trigger_buildable( gentity_t *self )
+{
+ char *buffer;
+
+ G_SpawnFloat( "wait", "0.5", &self->wait );
+ G_SpawnFloat( "random", "0", &self->random );
+
+ if( self->random >= self->wait && self->wait >= 0 )
+ {
+ self->random = self->wait - FRAMETIME;
+ G_Printf( S_COLOR_YELLOW "WARNING: trigger_buildable has random >= wait\n" );
+ }
+
+ G_SpawnString( "buildables", "", &buffer );
+
+ BG_ParseCSVBuildableList( buffer, self->bTriggers, BA_NUM_BUILDABLES );
+
+ self->touch = trigger_buildable_touch;
+ self->use = trigger_buildable_use;
+
+ // SPAWN_DISABLED
+ if( self->spawnflags & 1 )
+ self->s.eFlags |= EF_NODRAW;
+
+ // NEGATE
+ if( self->spawnflags & 2 )
+ self->s.eFlags |= EF_DEAD;
+
+ InitTrigger( self );
+ trap_LinkEntity( self );
+}
+
+
+/*
+===============
+trigger_class_match
+===============
+*/
+qboolean trigger_class_match( gentity_t *self, gentity_t *activator )
+{
+ int i = 0;
+
+ //if there is no class list every class triggers (stupid case)
+ if( self->cTriggers[ i ] == PCL_NONE )
+ return qtrue;
+ else
+ {
+ //otherwise check against the list
+ for( i = 0; self->cTriggers[ i ] != PCL_NONE; i++ )
+ {
+ if( activator->client->ps.stats[ STAT_PCLASS ] == self->cTriggers[ i ] )
+ return qtrue;
+ }
+ }
+
+ return qfalse;
+}
+
+/*
+===============
+trigger_class_trigger
+===============
+*/
+void trigger_class_trigger( gentity_t *self, gentity_t *activator )
+{
+ //sanity check
+ if( !activator->client )
+ return;
+
+ if( activator->client->ps.stats[ STAT_PTEAM ] != PTE_ALIENS )
+ return;
+
+ if( self->s.eFlags & EF_NODRAW )
+ return;
+
+ self->activator = activator;
+ if( self->nextthink )
+ return; // can't retrigger until the wait is over
+
+ if( self->s.eFlags & EF_DEAD )
+ {
+ if( !trigger_class_match( self, activator ) )
+ G_UseTargets( self, activator );
+ }
+ else
+ {
+ if( trigger_class_match( self, activator ) )
+ G_UseTargets( self, activator );
+ }
+
+ if( self->wait > 0 )
+ {
+ self->think = multi_wait;
+ self->nextthink = level.time + ( self->wait + self->random * crandom( ) ) * 1000;
+ }
+ else
+ {
+ // we can't just remove (self) here, because this is a touch function
+ // called while looping through area links...
+ self->touch = 0;
+ self->nextthink = level.time + FRAMETIME;
+ self->think = G_FreeEntity;
+ }
+}
+
+/*
+===============
+trigger_class_touch
+===============
+*/
+void trigger_class_touch( gentity_t *ent, gentity_t *other, trace_t *trace )
+{
+ //only triggered by clients
+ if( !other->client )
+ return;
+
+ trigger_class_trigger( ent, other );
+}
+
+/*
+===============
+trigger_class_use
+===============
+*/
+void trigger_class_use( gentity_t *ent, gentity_t *other, gentity_t *activator )
+{
+ ent->s.eFlags ^= EF_NODRAW;
+}
+
+/*
+===============
+SP_trigger_class
+===============
+*/
+void SP_trigger_class( gentity_t *self )
+{
+ char *buffer;
+
+ G_SpawnFloat( "wait", "0.5", &self->wait );
+ G_SpawnFloat( "random", "0", &self->random );
+
+ if( self->random >= self->wait && self->wait >= 0 )
+ {
+ self->random = self->wait - FRAMETIME;
+ G_Printf( S_COLOR_YELLOW "WARNING: trigger_class has random >= wait\n" );
+ }
+
+ G_SpawnString( "classes", "", &buffer );
+
+ BG_ParseCSVClassList( buffer, self->cTriggers, PCL_NUM_CLASSES );
+
+ self->touch = trigger_class_touch;
+ self->use = trigger_class_use;
+
+ // SPAWN_DISABLED
+ if( self->spawnflags & 1 )
+ self->s.eFlags |= EF_NODRAW;
+
+ // NEGATE
+ if( self->spawnflags & 2 )
+ self->s.eFlags |= EF_DEAD;
+
+ InitTrigger( self );
+ trap_LinkEntity( self );
+}
+
+
+/*
+===============
+trigger_equipment_match
+===============
+*/
+qboolean trigger_equipment_match( gentity_t *self, gentity_t *activator )
+{
+ int i = 0;
+
+ //if there is no equipment list all equipment triggers (stupid case)
+ if( self->wTriggers[ i ] == WP_NONE && self->uTriggers[ i ] == UP_NONE )
+ return qtrue;
+ else
+ {
+ //otherwise check against the lists
+ for( i = 0; self->wTriggers[ i ] != WP_NONE; i++ )
+ {
+ if( BG_InventoryContainsWeapon( self->wTriggers[ i ], activator->client->ps.stats ) )
+ return qtrue;
+ }
+
+ for( i = 0; self->uTriggers[ i ] != UP_NONE; i++ )
+ {
+ if( BG_InventoryContainsUpgrade( self->uTriggers[ i ], activator->client->ps.stats ) )
+ return qtrue;
+ }
+ }
+
+ return qfalse;
+}
+
+/*
+===============
+trigger_equipment_trigger
+===============
+*/
+void trigger_equipment_trigger( gentity_t *self, gentity_t *activator )
+{
+ //sanity check
+ if( !activator->client )
+ return;
+
+ if( activator->client->ps.stats[ STAT_PTEAM ] != PTE_HUMANS )
+ return;
+
+ if( self->s.eFlags & EF_NODRAW )
+ return;
+
+ self->activator = activator;
+ if( self->nextthink )
+ return; // can't retrigger until the wait is over
+
+ if( self->s.eFlags & EF_DEAD )
+ {
+ if( !trigger_equipment_match( self, activator ) )
+ G_UseTargets( self, activator );
+ }
+ else
+ {
+ if( trigger_equipment_match( self, activator ) )
+ G_UseTargets( self, activator );
+ }
+
+ if( self->wait > 0 )
+ {
+ self->think = multi_wait;
+ self->nextthink = level.time + ( self->wait + self->random * crandom( ) ) * 1000;
+ }
+ else
+ {
+ // we can't just remove (self) here, because this is a touch function
+ // called while looping through area links...
+ self->touch = 0;
+ self->nextthink = level.time + FRAMETIME;
+ self->think = G_FreeEntity;
+ }
+}
+
+/*
+===============
+trigger_equipment_touch
+===============
+*/
+void trigger_equipment_touch( gentity_t *ent, gentity_t *other, trace_t *trace )
+{
+ //only triggered by clients
+ if( !other->client )
+ return;
+
+ trigger_equipment_trigger( ent, other );
+}
+
+/*
+===============
+trigger_equipment_use
+===============
+*/
+void trigger_equipment_use( gentity_t *ent, gentity_t *other, gentity_t *activator )
+{
+ ent->s.eFlags ^= EF_NODRAW;
+}
+
+/*
+===============
+SP_trigger_equipment
+===============
+*/
+void SP_trigger_equipment( gentity_t *self )
+{
+ char *buffer;
+
+ G_SpawnFloat( "wait", "0.5", &self->wait );
+ G_SpawnFloat( "random", "0", &self->random );
+
+ if( self->random >= self->wait && self->wait >= 0 )
+ {
+ self->random = self->wait - FRAMETIME;
+ G_Printf( S_COLOR_YELLOW "WARNING: trigger_equipment has random >= wait\n" );
+ }
+
+ G_SpawnString( "equipment", "", &buffer );
+
+ BG_ParseCSVEquipmentList( buffer, self->wTriggers, WP_NUM_WEAPONS,
+ self->uTriggers, UP_NUM_UPGRADES );
+
+ self->touch = trigger_equipment_touch;
+ self->use = trigger_equipment_use;
+
+ // SPAWN_DISABLED
+ if( self->spawnflags & 1 )
+ self->s.eFlags |= EF_NODRAW;
+
+ // NEGATE
+ if( self->spawnflags & 2 )
+ self->s.eFlags |= EF_DEAD;
+
+ InitTrigger( self );
+ trap_LinkEntity( self );
+}
+
+
+/*
+===============
+trigger_gravity_touch
+===============
+*/
+void trigger_gravity_touch( gentity_t *ent, gentity_t *other, trace_t *trace )
+{
+ //only triggered by clients
+ if( !other->client )
+ return;
+
+ other->client->ps.gravity = ent->triggerGravity;
+}
+
+/*
+===============
+trigger_gravity_use
+===============
+*/
+void trigger_gravity_use( gentity_t *ent, gentity_t *other, gentity_t *activator )
+{
+ if( ent->r.linked )
+ trap_UnlinkEntity( ent );
+ else
+ trap_LinkEntity( ent );
+}
+
+
+/*
+===============
+SP_trigger_gravity
+===============
+*/
+void SP_trigger_gravity( gentity_t *self )
+{
+ G_SpawnInt( "gravity", "800", &self->triggerGravity );
+
+ self->touch = trigger_gravity_touch;
+ self->use = trigger_gravity_use;
+
+ InitTrigger( self );
+ trap_LinkEntity( self );
+}
+
+
+/*
+===============
+trigger_heal_use
+===============
+*/
+void trigger_heal_use( gentity_t *self, gentity_t *other, gentity_t *activator )
+{
+ if( self->r.linked )
+ trap_UnlinkEntity( self );
+ else
+ trap_LinkEntity( self );
+}
+
+/*
+===============
+trigger_heal_touch
+===============
+*/
+void trigger_heal_touch( gentity_t *self, gentity_t *other, trace_t *trace )
+{
+ int max;
+
+ if( !other->client )
+ return;
+
+ if( self->timestamp > level.time )
+ return;
+
+ if( self->spawnflags & 2 )
+ self->timestamp = level.time + 1000;
+ else
+ self->timestamp = level.time + FRAMETIME;
+
+ max = other->client->ps.stats[ STAT_MAX_HEALTH ];
+
+ other->health += self->damage;
+
+ if( other->health > max )
+ other->health = max;
+
+ other->client->ps.stats[ STAT_HEALTH ] = other->health;
+}
+
+/*
+===============
+SP_trigger_heal
+===============
+*/
+void SP_trigger_heal( gentity_t *self )
+{
+ G_SpawnInt( "heal", "5", &self->damage );
+
+ if( self->damage <= 0 )
+ {
+ self->damage = 1;
+ G_Printf( S_COLOR_YELLOW "WARNING: trigger_heal with negative damage key\n" );
+ }
+
+ self->touch = trigger_heal_touch;
+ self->use = trigger_heal_use;
+
+ InitTrigger( self );
+
+ // link in to the world if starting active
+ if( !( self->spawnflags & 1 ) )
+ trap_LinkEntity( self );
+}
+
+
+/*
+===============
+trigger_ammo_touch
+===============
+*/
+void trigger_ammo_touch( gentity_t *self, gentity_t *other, trace_t *trace )
+{
+ int ammo, clips, maxClips, maxAmmo;
+
+ if( !other->client )
+ return;
+
+ if( other->client->ps.stats[ STAT_PTEAM ] != PTE_HUMANS )
+ return;
+
+ if( self->timestamp > level.time )
+ return;
+
+ if( other->client->ps.weaponstate != WEAPON_READY )
+ return;
+
+ if( BG_FindUsesEnergyForWeapon( other->client->ps.weapon ) && self->spawnflags & 2 )
+ return;
+
+ if( !BG_FindUsesEnergyForWeapon( other->client->ps.weapon ) && self->spawnflags & 4 )
+ return;
+
+ if( self->spawnflags & 1 )
+ self->timestamp = level.time + 1000;
+ else
+ self->timestamp = level.time + FRAMETIME;
+
+ BG_FindAmmoForWeapon( other->client->ps.weapon, &maxAmmo, &maxClips );
+ BG_UnpackAmmoArray( other->client->ps.weapon, other->client->ps.ammo, other->client->ps.powerups,
+ &ammo, &clips );
+
+ if( ( ammo + self->damage ) > maxAmmo )
+ {
+ if( clips < maxClips )
+ {
+ clips++;
+ ammo = 1;
+ }
+ else
+ ammo = maxAmmo;
+ }
+ else
+ ammo += self->damage;
+
+ BG_PackAmmoArray( other->client->ps.weapon, other->client->ps.ammo, other->client->ps.powerups,
+ ammo, clips );
+}
+
+/*
+===============
+SP_trigger_ammo
+===============
+*/
+void SP_trigger_ammo( gentity_t *self )
+{
+ G_SpawnInt( "ammo", "1", &self->damage );
+
+ if( self->damage <= 0 )
+ {
+ self->damage = 1;
+ G_Printf( S_COLOR_YELLOW "WARNING: trigger_ammo with negative ammo key\n" );
+ }
+
+ self->touch = trigger_ammo_touch;
+
+ InitTrigger( self );
+ trap_LinkEntity( self );
+}