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authorTim Angus <tim@ngus.net>2006-06-04 22:17:32 +0000
committerTim Angus <tim@ngus.net>2006-06-04 22:17:32 +0000
commit409e6051a48221cb2a02c182dc0d5e64f2eeb40f (patch)
treebc21ff57ac201d2e7316a23aabb7aeb24902d2de
parentdb12d262430a58bae27e2b1ece3f07215a1083d2 (diff)
* Added target_hurt
* Various other map entity fixes/enhancements * Hovel exploit fixed * Fixed tesla trail disappearing at edge of range * Default player name now inherited from OS * Fixed spelling of Veda's surname :x
-rw-r--r--misc/entities.def31
-rw-r--r--src/cgame/cg_ents.c3
-rw-r--r--src/client/cl_main.c14
-rw-r--r--src/game/g_cmds.c4
-rw-r--r--src/game/g_spawn.c10
-rw-r--r--src/game/g_target.c33
-rw-r--r--src/game/g_trigger.c198
-rw-r--r--ui/quitcredit.menu2
8 files changed, 227 insertions, 68 deletions
diff --git a/misc/entities.def b/misc/entities.def
index 1c406b2d..cc14f59a 100644
--- a/misc/entities.def
+++ b/misc/entities.def
@@ -1008,6 +1008,13 @@ TARGET_* ENTITIES
//=============================================================================
+/*QUAKED target_hurt (1 0 0) (-8 -8 -8) (8 8 8)
+When triggered, this hurts the entity that caused the trigger.
+
+-------- KEYS --------
+damage: amount of damage to deal (default: 5)
+*/
+
/*QUAKED target_rumble (1 0 0) (-8 -8 -8) (8 8 8)
When triggered, this initiates a level-wide rumble effect. All players are affected.
@@ -1131,7 +1138,7 @@ PRIVATE: only the player that activates the target will see the message.
//=============================================================================
-/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) BOUNCEPAD
+/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) BOUNCEPAD NOSOUND
This can be used to create jump pads and launch ramps. The direction of push can be set by the "angles" key or pointing to a target_position or info_notnull entity. Unlike trigger_push, this is NOT client side predicted and must be activated by a trigger.
-------- KEYS --------
@@ -1151,6 +1158,7 @@ notsingle: when set to 1, entity will not spawn in Single Player mode (bot play
-------- SPAWNFLAGS --------
BOUNCEPAD: if set, trigger will play bounce noise instead of beep noise when activated (recommended).
+NOSOUND: if set, no sound is played at all
-------- NOTES --------
To make a jump pad or launch ramp, create a trigger_multiple where the jump must originate. Place the target_push directly above the trigger_multiple and place the target_position entity at the highest point of the jump. Target the trigger_multiple to the target_push and target the target_push to the target_position/info_notnull (or set the target_push's "angles" key). Note that the "angle" key also works.
@@ -1435,10 +1443,15 @@ NOT THROUGHLY TESTED: please report whether or not this works for you.
gravity: The gravity within this trigger (default 800).
*/
-/*QUAKED trigger_buildable (.5 .5 .5) ?
+/*QUAKED trigger_buildable (.5 .5 .5) ? SPAWN_DISABLED NEGATE
Triggered by a buildable or subset of buildables. If no buildables key is supplied every buildable will trigger this entity.
+Targetting this entity toggles it.
NOT THROUGHLY TESTED: please report whether or not this works for you.
+-------- SPAWNFLAGS --------
+SPAWN_DISABLED: needs to be triggered (toggle) to activate.
+NEGATE: negate the trigger condition.
+
-------- KEYS --------
target: this points to the entity to activate.
@@ -1449,10 +1462,15 @@ wait: time in seconds until trigger becomes re-triggerable after it's been touch
random: random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).
*/
-/*QUAKED trigger_class (.5 .5 .5) ?
+/*QUAKED trigger_class (.5 .5 .5) ? SPAWN_DISABLED NEGATE
Triggered by a specific class or subset of classes. If no classes key is supplied every class will trigger this entity.
+Targetting this entity toggles it.
NOT THROUGHLY TESTED: please report whether or not this works for you.
+-------- SPAWNFLAGS --------
+SPAWN_DISABLED: needs to be triggered (toggle) to activate.
+NEGATE: negate the trigger condition.
+
-------- KEYS --------
target: this points to the entity to activate.
@@ -1463,10 +1481,15 @@ wait: time in seconds until trigger becomes re-triggerable after it's been touch
random: random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).
*/
-/*QUAKED trigger_equipment (.5 .5 .5) ?
+/*QUAKED trigger_equipment (.5 .5 .5) ? SPAWN_DISABLED NEGATE
Triggered by a player carrying some item (weapon or upgrade) or subset of items. If no equipment key is supplied every human will trigger this entity.
+Targetting this entity toggles it.
NOT THROUGHLY TESTED: please report whether or not this works for you.
+-------- SPAWNFLAGS --------
+SPAWN_DISABLED: needs to be triggered (toggle) to activate.
+NEGATE: negate the trigger condition.
+
-------- KEYS --------
target: this points to the entity to activate.
diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c
index 1c7d6a05..02972a51 100644
--- a/src/cgame/cg_ents.c
+++ b/src/cgame/cg_ents.c
@@ -251,6 +251,7 @@ static void CG_EntityEffects( centity_t *cent )
if( CG_IsTrailSystemValid( &cent->muzzleTS ) )
{
+ //FIXME hack to prevent tesla trails reaching too far
if( cent->currentState.eType == ET_BUILDABLE )
{
vec3_t front, back;
@@ -258,7 +259,7 @@ static void CG_EntityEffects( centity_t *cent )
CG_AttachmentPoint( &cent->muzzleTS->frontAttachment, front );
CG_AttachmentPoint( &cent->muzzleTS->backAttachment, back );
- if( Distance( front, back ) > TESLAGEN_RANGE )
+ if( Distance( front, back ) > ( TESLAGEN_RANGE * M_ROOT3 ) )
CG_DestroyTrailSystem( &cent->muzzleTS );
}
diff --git a/src/client/cl_main.c b/src/client/cl_main.c
index af8c1d76..6e0cdaff 100644
--- a/src/client/cl_main.c
+++ b/src/client/cl_main.c
@@ -2352,6 +2352,8 @@ CL_Init
====================
*/
void CL_Init( void ) {
+ const char *playerName;
+
Com_Printf( "----- Client Initialization -----\n" );
Con_Init ();
@@ -2436,7 +2438,17 @@ void CL_Init( void ) {
// userinfo
- Cvar_Get ("name", "UnnamedPlayer", CVAR_USERINFO | CVAR_ARCHIVE );
+ playerName = getenv( "USER" ); // Unixy stuff
+ if( playerName == NULL )
+ {
+ playerName = getenv( "USERNAME" ); // Windows
+ if( playerName == NULL )
+ {
+ playerName = "Newbie"; // Default
+ }
+ }
+ Cvar_Get ("name", playerName, CVAR_USERINFO | CVAR_ARCHIVE );
+
Cvar_Get ("rate", "25000", CVAR_USERINFO | CVAR_ARCHIVE );
Cvar_Get ("snaps", "20", CVAR_USERINFO | CVAR_ARCHIVE );
Cvar_Get ("model", "sarge", CVAR_USERINFO | CVAR_ARCHIVE );
diff --git a/src/game/g_cmds.c b/src/game/g_cmds.c
index 5ad95fae..27329adb 100644
--- a/src/game/g_cmds.c
+++ b/src/game/g_cmds.c
@@ -1443,6 +1443,10 @@ void Cmd_Destroy_f( gentity_t *ent, qboolean deconstruct )
( ( ent->client->ps.weapon >= WP_ABUILD ) &&
( ent->client->ps.weapon <= WP_HBUILD ) ) )
{
+ // Don't allow destruction of hovel with granger inside
+ if( traceEnt->s.modelindex == BA_A_HOVEL && traceEnt->active )
+ return;
+
// Don't allow destruction of buildables that cannot be rebuilt
if( g_suddenDeathTime.integer && ( level.time - level.startTime >=
g_suddenDeathTime.integer * 60000 ) &&
diff --git a/src/game/g_spawn.c b/src/game/g_spawn.c
index a2b3b4b7..4c515d83 100644
--- a/src/game/g_spawn.c
+++ b/src/game/g_spawn.c
@@ -134,14 +134,12 @@ field_t fields[ ] =
{"dmg", FOFS(damage), F_INT},
{"angles", FOFS(s.angles), F_VECTOR},
{"angle", FOFS(s.angles), F_ANGLEHACK},
- //TA
{"bounce", FOFS(physicsBounce), F_FLOAT},
{"alpha", FOFS(pos1), F_VECTOR},
{"radius", FOFS(pos2), F_VECTOR},
{"acceleration", FOFS(acceleration), F_VECTOR},
{"animation", FOFS(animation), F_VECTOR4},
{"rotatorAngle", FOFS(rotatorAngle), F_FLOAT},
- //TA
{"targetShaderName", FOFS(targetShaderName), F_LSTRING},
{"targetShaderNewName", FOFS(targetShaderNewName), F_LSTRING},
@@ -159,7 +157,6 @@ void SP_info_player_start( gentity_t *ent );
void SP_info_player_deathmatch( gentity_t *ent );
void SP_info_player_intermission( gentity_t *ent );
-//TA: extra bits
void SP_info_alien_intermission( gentity_t *ent );
void SP_info_human_intermission( gentity_t *ent );
@@ -175,8 +172,8 @@ void SP_func_bobbing( gentity_t *ent );
void SP_func_pendulum( gentity_t *ent );
void SP_func_button( gentity_t *ent );
void SP_func_door( gentity_t *ent );
-void SP_func_door_rotating( gentity_t *ent ); //TA
-void SP_func_door_model( gentity_t *ent ); //TA
+void SP_func_door_rotating( gentity_t *ent );
+void SP_func_door_model( gentity_t *ent );
void SP_func_train( gentity_t *ent );
void SP_func_timer( gentity_t *self);
@@ -208,6 +205,7 @@ void SP_target_push( gentity_t *ent );
void SP_target_rumble( gentity_t *ent );
void SP_target_alien_win( gentity_t *ent );
void SP_target_human_win( gentity_t *ent );
+void SP_target_hurt( gentity_t *ent );
void SP_light( gentity_t *self );
void SP_info_null( gentity_t *self );
@@ -224,7 +222,6 @@ void SP_shooter_rocket( gentity_t *ent );
void SP_shooter_plasma( gentity_t *ent );
void SP_shooter_grenade( gentity_t *ent );
-//TA:
void SP_misc_particle_system( gentity_t *ent );
void SP_misc_anim_model( gentity_t *ent );
void SP_misc_light_flare( gentity_t *ent );
@@ -291,6 +288,7 @@ spawn_t spawns[ ] =
{ "target_rumble", SP_target_rumble },
{ "target_alien_win", SP_target_alien_win },
{ "target_human_win", SP_target_human_win },
+ { "target_hurt", SP_target_hurt },
{ "light", SP_light },
{ "path_corner", SP_path_corner },
diff --git a/src/game/g_target.c b/src/game/g_target.c
index 1a32ce77..dfb9c7e2 100644
--- a/src/game/g_target.c
+++ b/src/game/g_target.c
@@ -437,3 +437,36 @@ void SP_target_human_win( gentity_t *self )
{
self->use = target_human_win_use;
}
+
+/*
+===============
+target_hurt_use
+===============
+*/
+void target_hurt_use( gentity_t *self, gentity_t *other, gentity_t *activator )
+{
+ // hurt the activator
+ if( !activator->takedamage )
+ return;
+
+ G_Damage( activator, self, self, NULL, NULL, self->damage, 0, MOD_TRIGGER_HURT );
+}
+
+/*
+===============
+SP_target_hurt
+===============
+*/
+void SP_target_hurt( gentity_t *self )
+{
+ if( !self->targetname )
+ {
+ G_Printf( S_COLOR_YELLOW "WARNING: untargeted %s at %s\n", self->classname,
+ vtos( self->s.origin ) );
+ }
+
+ if( !self->damage )
+ self->damage = 5;
+
+ self->use = target_hurt_use;
+}
diff --git a/src/game/g_trigger.c b/src/game/g_trigger.c
index 0c86747f..a79c12fe 100644
--- a/src/game/g_trigger.c
+++ b/src/game/g_trigger.c
@@ -238,11 +238,14 @@ void Use_target_push( gentity_t *self, gentity_t *other, gentity_t *activator )
VectorCopy( self->s.origin2, activator->client->ps.velocity );
- // play fly sound every 1.5 seconds
- if( activator->fly_sound_debounce_time < level.time )
+ if( !( self->spawnflags & 2 ) )
{
- activator->fly_sound_debounce_time = level.time + 1500;
- G_Sound( activator, CHAN_AUTO, self->noise_index );
+ // 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 );
+ }
}
}
@@ -551,33 +554,55 @@ void SP_trigger_win( gentity_t *self )
/*
===============
-trigger_buildable_trigger
+trigger_buildable_match
===============
*/
-void trigger_buildable_trigger( gentity_t *self, gentity_t *activator )
+qboolean trigger_buildable_match( gentity_t *self, gentity_t *activator )
{
int i = 0;
- self->activator = activator;
- if( self->nextthink )
- return; // can't retrigger until the wait is over
-
//if there is no buildable list every buildable triggers
if( self->bTriggers[ i ] == BA_NONE )
- G_UseTargets( self, activator );
+ return qtrue;
else
{
//otherwise check against the list
for( i = 0; self->bTriggers[ i ] != BA_NONE; i++ )
{
if( activator->s.modelindex == self->bTriggers[ i ] )
- {
- G_UseTargets( self, activator );
- return;
- }
+ 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;
@@ -614,7 +639,7 @@ trigger_buildable_use
*/
void trigger_buildable_use( gentity_t *ent, gentity_t *other, gentity_t *activator )
{
- trigger_buildable_trigger( ent, activator );
+ ent->s.eFlags ^= EF_NODRAW;
}
/*
@@ -642,6 +667,14 @@ void SP_trigger_buildable( gentity_t *self )
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 );
}
@@ -649,13 +682,36 @@ void SP_trigger_buildable( gentity_t *self )
/*
===============
-trigger_class_trigger
+trigger_class_match
===============
*/
-void trigger_class_trigger( gentity_t *self, gentity_t *activator )
+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;
@@ -663,24 +719,22 @@ void trigger_class_trigger( gentity_t *self, gentity_t *activator )
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 there is no class list every class triggers (stupid case)
- if( self->cTriggers[ i ] == PCL_NONE )
- G_UseTargets( self, activator );
+ if( self->s.eFlags & EF_DEAD )
+ {
+ if( !trigger_class_match( self, activator ) )
+ G_UseTargets( self, activator );
+ }
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 ] )
- {
- G_UseTargets( self, activator );
- return;
- }
- }
+ if( trigger_class_match( self, activator ) )
+ G_UseTargets( self, activator );
}
if( self->wait > 0 )
@@ -719,7 +773,7 @@ trigger_class_use
*/
void trigger_class_use( gentity_t *ent, gentity_t *other, gentity_t *activator )
{
- trigger_class_trigger( ent, activator );
+ ent->s.eFlags ^= EF_NODRAW;
}
/*
@@ -747,6 +801,14 @@ void SP_trigger_class( gentity_t *self )
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 );
}
@@ -754,49 +816,67 @@ void SP_trigger_class( gentity_t *self )
/*
===============
-trigger_equipment_trigger
+trigger_equipment_match
===============
*/
-void trigger_equipment_trigger( gentity_t *self, gentity_t *activator )
+qboolean trigger_equipment_match( gentity_t *self, gentity_t *activator )
{
int i = 0;
- //sanity check
- if( !activator->client )
- return;
-
- if( activator->client->ps.stats[ STAT_PTEAM ] != PTE_HUMANS )
- return;
-
- self->activator = activator;
- if( self->nextthink )
- return; // can't retrigger until the wait is over
-
//if there is no equipment list all equipment triggers (stupid case)
- if( self->wTriggers[ i ] == WP_NONE && self->wTriggers[ i ] == UP_NONE )
- G_UseTargets( self, activator );
+ 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 ) )
- {
- G_UseTargets( self, activator );
- return;
- }
+ return qtrue;
}
for( i = 0; self->uTriggers[ i ] != UP_NONE; i++ )
{
if( BG_InventoryContainsUpgrade( self->uTriggers[ i ], activator->client->ps.stats ) )
- {
- G_UseTargets( self, activator );
- return;
- }
+ 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;
@@ -833,7 +913,7 @@ trigger_equipment_use
*/
void trigger_equipment_use( gentity_t *ent, gentity_t *other, gentity_t *activator )
{
- trigger_equipment_trigger( ent, activator );
+ ent->s.eFlags ^= EF_NODRAW;
}
/*
@@ -862,6 +942,14 @@ void SP_trigger_equipment( gentity_t *self )
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 );
}
diff --git a/ui/quitcredit.menu b/ui/quitcredit.menu
index e3798d0c..679d6a80 100644
--- a/ui/quitcredit.menu
+++ b/ui/quitcredit.menu
@@ -228,7 +228,7 @@
textaligny 10
textscale 0.50
textstyle ITEM_TEXTSTYLE_NORMAL
- text "Mike 'Veda' McInnerney"
+ text "Mike 'Veda' McInerney"
forecolor 1 1 1 1
backcolor 1 0 0 1
visible 1