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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 /src/game
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
Diffstat (limited to 'src/game')
-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
4 files changed, 184 insertions, 61 deletions
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 );
}