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authorTim Angus <tim@ngus.net>2003-09-08 01:47:43 +0000
committerTim Angus <tim@ngus.net>2003-09-08 01:47:43 +0000
commit5a9a825f2d86b000abc9f9f7d337d7c500e00c58 (patch)
tree3dfe245790188caadbe1b3a494d929ee14bf0ae3 /src/game/g_target.c
parent17839915c9e52528c592565b3d6bee9e36445593 (diff)
* func_door_model -- a model based door
* Removed a bunch of entities not applicable to Tremulous * Wrote an entities.def file for Tremulous (ugh gak horrible syntax) * Updated depend file * Various other small tweaks here and there
Diffstat (limited to 'src/game/g_target.c')
-rw-r--r--src/game/g_target.c160
1 files changed, 2 insertions, 158 deletions
diff --git a/src/game/g_target.c b/src/game/g_target.c
index 9022eb06..ee2d096f 100644
--- a/src/game/g_target.c
+++ b/src/game/g_target.c
@@ -18,60 +18,6 @@
//==========================================================
-/*QUAKED target_give (1 0 0) (-8 -8 -8) (8 8 8)
-Gives the activator all the items pointed to.
-*/
-void Use_Target_Give( gentity_t *ent, gentity_t *other, gentity_t *activator )
-{
- //TA: FIXME: well, this is fucked
- gentity_t *t;
- trace_t trace;
-
- if( !activator->client )
- return;
-
- if( !ent->target )
- return;
-
- memset( &trace, 0, sizeof( trace ) );
- t = NULL;
-
- while( ( t = G_Find( t, FOFS( targetname ), ent->target ) ) != NULL )
- {
- // make sure it isn't going to respawn or show any events
- t->nextthink = 0;
- trap_UnlinkEntity( t );
- }
-}
-
-void SP_target_give( gentity_t *ent )
-{
- ent->use = Use_Target_Give;
-}
-
-
-//==========================================================
-
-/*QUAKED target_remove_powerups (1 0 0) (-8 -8 -8) (8 8 8)
-takes away all the activators powerups.
-Used to drop flight powerups into death puts.
-*/
-void Use_target_remove_powerups( gentity_t *ent, gentity_t *other, gentity_t *activator )
-{
- if( !activator->client )
- return;
-
- memset( activator->client->ps.powerups, 0, sizeof( activator->client->ps.powerups ) );
-}
-
-void SP_target_remove_powerups( gentity_t *ent )
-{
- ent->use = Use_target_remove_powerups;
-}
-
-
-//==========================================================
-
/*QUAKED target_delay (1 0 0) (-8 -8 -8) (8 8 8)
"wait" seconds to pause before firing targets.
"random" delay variance, total delay = delay +/- random seconds
@@ -124,7 +70,7 @@ void SP_target_score( gentity_t *ent )
//==========================================================
-/*QUAKED target_print (1 0 0) (-8 -8 -8) (8 8 8) redteam blueteam private
+/*QUAKED target_print (1 0 0) (-8 -8 -8) (8 8 8) humanteam alienteam private
"message" text to print
If "private", only the activator gets the message. If no checks, all clients get the message.
*/
@@ -237,108 +183,6 @@ void SP_target_speaker( gentity_t *ent )
trap_LinkEntity( ent );
}
-
-
-//==========================================================
-
-/*QUAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON
-When triggered, fires a laser. You can either set a target or a direction.
-*/
-void target_laser_think( gentity_t *self )
-{
- vec3_t end;
- trace_t tr;
- vec3_t point;
-
- // if pointed at another entity, set movedir to point at it
- if( self->enemy )
- {
- VectorMA( self->enemy->s.origin, 0.5, self->enemy->r.mins, point );
- VectorMA( point, 0.5, self->enemy->r.maxs, point );
- VectorSubtract( point, self->s.origin, self->movedir );
- VectorNormalize( self->movedir );
- }
-
- // fire forward and see what we hit
- VectorMA( self->s.origin, 2048, self->movedir, end );
-
- trap_Trace( &tr, self->s.origin, NULL, NULL, end, self->s.number,
- CONTENTS_SOLID | CONTENTS_BODY | CONTENTS_CORPSE );
-
- if( tr.entityNum )
- {
- // hurt it if we can
- G_Damage( &g_entities[ tr.entityNum ], self, self->activator, self->movedir,
- tr.endpos, self->damage, DAMAGE_NO_KNOCKBACK, MOD_TARGET_LASER );
- }
-
- VectorCopy( tr.endpos, self->s.origin2 );
-
- trap_LinkEntity( self );
- self->nextthink = level.time + FRAMETIME;
-}
-
-void target_laser_on( gentity_t *self )
-{
- if( !self->activator )
- self->activator = self;
-
- target_laser_think( self );
-}
-
-void target_laser_off( gentity_t *self )
-{
- trap_UnlinkEntity( self );
- self->nextthink = 0;
-}
-
-void target_laser_use( gentity_t *self, gentity_t *other, gentity_t *activator )
-{
- self->activator = activator;
- if( self->nextthink > 0 )
- target_laser_off( self );
- else
- target_laser_on( self );
-}
-
-void target_laser_start( gentity_t *self )
-{
- gentity_t *ent;
-
- self->s.eType = ET_BEAM;
-
- if( self->target )
- {
- ent = G_Find( NULL, FOFS( targetname ), self->target );
-
- if( !ent )
- G_Printf ( "%s at %s: %s is a bad target\n", self->classname, vtos( self->s.origin ), self->target );
-
- self->enemy = ent;
- }
- else
- G_SetMovedir( self->s.angles, self->movedir );
-
- self->use = target_laser_use;
- self->think = target_laser_think;
-
- if( !self->damage )
- self->damage = 1;
-
- if( self->spawnflags & 1 )
- target_laser_on( self );
- else
- target_laser_off( self );
-}
-
-void SP_target_laser( gentity_t *self )
-{
- // let everything else get spawned before we start firing
- self->think = target_laser_start;
- self->nextthink = level.time + FRAMETIME;
-}
-
-
//==========================================================
void target_teleporter_use( gentity_t *self, gentity_t *other, gentity_t *activator )
@@ -399,7 +243,7 @@ void target_relay_use( gentity_t *self, gentity_t *other, gentity_t *activator )
return;
}
- G_UseTargets (self, activator);
+ G_UseTargets( self, activator );
}
void SP_target_relay( gentity_t *self )