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buttons.qc
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// button and multiple button
#define BUTTON_START_OUT 32
void () button_return;
void () button_wait = {
self.state = STATE_TOP;
self.nextthink = self.ltime + self.wait;
self.think = button_return;
activator = self.enemy;
SUB_UseTargets();
self.frame = 1;
};
void () button_done = {
self.state = STATE_BOTTOM;
};
void () button_return = {
self.goal_state = TFGS_INACTIVE;
self.state = STATE_DOWN;
SUB_CalcMove(self.pos1, self.speed, button_done);
self.frame = 0;
if (self.health)
self.takedamage = DAMAGE_YES;
};
void () button_blocked = // do nothing, just don't come all the way back out
{
};
void () button_fire = {
if ((self.state == STATE_UP) || (self.state == STATE_TOP))
return;
sound(self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
self.state = STATE_UP;
SUB_CalcMove(self.pos2, self.speed, button_wait);
};
void () button_use = {
self.enemy = activator;
button_fire();
};
void () button_touch = {
local entity te;
if (cb_prematch_time > time)
return;
if (other.classname != "player")
return;
if (self.goal_activation & TFGA_SPANNER)
return;
if (other.playerclass == 0)
return;
if (!Activated(self, other)) {
if (self.else_goal != 0) {
te = Findgoal(self.else_goal);
if (te)
AttemptToActivate(te, other, self);
}
return;
}
self.enemy = other;
button_fire();
};
void () button_killed = {
if (self.goal_activation & TFGA_SPANNER)
return;
self.enemy = damage_attacker;
self.health = self.max_health;
self.takedamage = DAMAGE_NO;
button_fire();
};
void () func_button = {
if (CheckExistence() == FALSE) {
dremove(self);
return;
}
if (self.sounds == 0) {
precache_sound("buttons/airbut1.wav");
self.noise = "buttons/airbut1.wav";
} else if (self.sounds == 1) {
precache_sound("buttons/switch21.wav");
self.noise = "buttons/switch21.wav";
} else if (self.sounds == 2) {
precache_sound("buttons/switch02.wav");
self.noise = "buttons/switch02.wav";
} else if (self.sounds == 3) {
precache_sound("buttons/switch04.wav");
self.noise = "buttons/switch04.wav";
}
SetMovedir();
self.movetype = MOVETYPE_PUSH;
self.solid = SOLID_BSP;
setmodel(self, self.model);
self.blocked = button_blocked;
self.use = button_use;
if (self.health) {
self.max_health = self.health;
self.th_die = button_killed;
self.takedamage = 1;
} else
self.touch = button_touch;
if (!self.speed)
self.speed = 40;
if (!self.wait)
self.wait = 1;
if (!self.lip)
self.lip = 4;
self.state = STATE_BOTTOM;
self.pos1 = self.origin;
self.pos2 =
self.pos1 + self.movedir * (fabs(self.movedir * self.size) -
self.lip);
if (self.spawnflags & BUTTON_START_OUT)
button_fire();
};