/* ================ idMoveable::Event_Activate ================ */ void idMoveable::Event_Activate( idEntity *activator ) { float delay; idVec3 init_velocity, init_avelocity; Show(); if ( !spawnArgs.GetInt( "notPushable" ) ) { physicsObj.EnableImpact(); } physicsObj.Activate(); spawnArgs.GetVector( "init_velocity", "0 0 0", init_velocity ); spawnArgs.GetVector( "init_avelocity", "0 0 0", init_avelocity ); delay = spawnArgs.GetFloat( "init_velocityDelay", "0" ); if ( delay == 0.0f ) { physicsObj.SetLinearVelocity( init_velocity ); } else { PostEventSec( &EV_SetLinearVelocity, delay, init_velocity ); } delay = spawnArgs.GetFloat( "init_avelocityDelay", "0" ); if ( delay == 0.0f ) { physicsObj.SetAngularVelocity( init_avelocity ); } else { PostEventSec( &EV_SetAngularVelocity, delay, init_avelocity ); } InitInitialSpline( gameLocal.time ); }
/* ================ idEntityFx::Event_ClearFx Clears any visual fx started when item(mob) was spawned ================ */ void idEntityFx::Event_ClearFx( void ) { if( g_skipFX.GetBool() ) { return; } Stop(); CleanUp(); BecomeInactive( TH_THINK ); if( spawnArgs.GetBool( "test" ) ) { PostEventMS( &EV_Activate, 0, this ); } else { if( spawnArgs.GetFloat( "restart" ) || !spawnArgs.GetBool( "triggered" ) ) { float rest = spawnArgs.GetFloat( "restart", "0" ); if( rest == 0.0f ) { PostEventSec( &EV_Remove, 0.1f ); } else { rest *= gameLocal.random.RandomFloat(); PostEventSec( &EV_Activate, rest, this ); } } } }
/* ================ idItem::Pickup ================ */ bool idItem::Pickup(idPlayer *player) { if (!GiveToPlayer(player)) { return false; } if (gameLocal.isServer) { ServerSendEvent(EVENT_PICKUP, NULL, false, -1); } // play pickup sound StartSound("snd_acquire", SND_CHANNEL_ITEM, 0, false, NULL); // trigger our targets ActivateTargets(player); // clear our contents so the object isn't picked up twice GetPhysics()->SetContents(0); // hide the model Hide(); // add the highlight shell if (itemShellHandle != -1) { gameRenderWorld->FreeEntityDef(itemShellHandle); itemShellHandle = -1; } float respawn = spawnArgs.GetFloat("respawn"); bool dropped = spawnArgs.GetBool("dropped"); bool no_respawn = spawnArgs.GetBool("no_respawn"); if (gameLocal.isMultiplayer && respawn == 0.0f) { respawn = 20.0f; } if (respawn && !dropped && !no_respawn) { const char *sfx = spawnArgs.GetString("fxRespawn"); if (sfx && *sfx) { PostEventSec(&EV_RespawnFx, respawn - 0.5f); } PostEventSec(&EV_RespawnItem, respawn); } else if (!spawnArgs.GetBool("inv_objective") && !no_respawn) { // give some time for the pickup sound to play // FIXME: Play on the owner if (!spawnArgs.GetBool("inv_carry")) { PostEventMS(&EV_Remove, 5000); } } BecomeInactive(TH_THINK); return true; }
/* ================ idSecurityCamera::Think ================ */ void idSecurityCamera::Think( void ) { float pct; float travel; if( thinkFlags & TH_THINK ) { if( g_showEntityInfo.GetBool() ) { DrawFov(); } if( health <= 0 ) { BecomeInactive( TH_THINK ); return; } } // run physics RunPhysics(); if( thinkFlags & TH_THINK ) { if( CanSeePlayer() ) { if( alertMode == SCANNING ) { float sightTime; SetAlertMode( ALERT ); stopSweeping = gameLocal.time; if( sweeping ) { CancelEvents( &EV_SecurityCam_Pause ); } else { CancelEvents( &EV_SecurityCam_ReverseSweep ); } sweeping = false; StopSound( SND_CHANNEL_ANY, false ); StartSound( "snd_sight", SND_CHANNEL_BODY, 0, false, NULL ); sightTime = spawnArgs.GetFloat( "sightTime", "5" ); PostEventSec( &EV_SecurityCam_Alert, sightTime ); } } else { if( alertMode == ALERT ) { float sightResume; SetAlertMode( LOSINGINTEREST ); CancelEvents( &EV_SecurityCam_Alert ); sightResume = spawnArgs.GetFloat( "sightResume", "1.5" ); PostEventSec( &EV_SecurityCam_ContinueSweep, sightResume ); } if( sweeping ) { idAngles a = GetPhysics()->GetAxis().ToAngles(); pct = ( gameLocal.time - sweepStart ) / ( sweepEnd - sweepStart ); travel = pct * sweepAngle; if( negativeSweep ) { a.yaw = angle + travel; } else { a.yaw = angle - travel; } SetAngles( a ); } } } Present(); }
/* ================ hhProjectileCrawlerGrenade::Launch ================ */ void hhProjectileCrawlerGrenade::Launch( const idVec3 &start, const idMat3 &axis, const idVec3 &pushVelocity, const float timeSinceFire, const float launchPower, const float dmgPower ) { hhProjectile::Launch( start, axis, pushVelocity, timeSinceFire, launchPower, dmgPower ); if( modelProxy.IsValid() ) { modelProxy->CycleAnim( "flight", ANIMCHANNEL_ALL ); } float delayBeforeDying = spawnArgs.GetFloat( "delayBeforeDying" ); float fuse = spawnArgs.GetFloat( "fuse" ); inflateDuration = SEC2MS( hhMath::ClampFloat(0.0f, fuse, fuse - delayBeforeDying) ); PostEventSec( &EV_DyingState, delayBeforeDying ); PostEventSec( &EV_DeadState, fuse ); }
/* ================ idItem::Pickup ================ */ bool idItem::Pickup( idPlayer *player ) { if ( !GiveToPlayer( player ) ) { return false; } // play pickup sound StartSound( "snd_acquire", SND_CHANNEL_ITEM, 0, false, NULL ); // sikk - play the sounds through the player //player->StartSoundShader( declManager->FindSound( spawnArgs.GetString( "snd_acquire" ) ), SND_CHANNEL_ITEM, SSF_PRIVATE_SOUND, false, NULL ); // trigger our targets ActivateTargets( player ); // clear our contents so the object isn't picked up twice GetPhysics()->SetContents( 0 ); // hide the model Hide(); FreeLightDef(); // sikk - Crumb Light // add the highlight shell if ( itemShellHandle != -1 ) { gameRenderWorld->FreeEntityDef( itemShellHandle ); itemShellHandle = -1; } float respawn = spawnArgs.GetFloat( "respawn" ); bool dropped = spawnArgs.GetBool( "dropped" ); bool no_respawn = spawnArgs.GetBool( "no_respawn" ); if ( respawn && !dropped && !no_respawn ) { const char *sfx = spawnArgs.GetString( "fxRespawn" ); if ( sfx && *sfx ) { PostEventSec( &EV_RespawnFx, respawn - 0.5f ); } PostEventSec( &EV_RespawnItem, respawn ); } else if ( !spawnArgs.GetBool( "inv_objective" ) && !no_respawn ) { // give some time for the pickup sound to play // FIXME: Play on the owner if ( !spawnArgs.GetBool( "inv_carry" ) ) { PostEventMS( &EV_Remove, 5000 ); } } BecomeInactive( TH_THINK ); return true; }
void hhGibbable::Explode(idEntity *activator) { hhFxInfo fxInfo; Hide(); fl.takedamage = false; GetPhysics()->SetContents( 0 ); ActivateTargets( activator ); SetSkinByName(NULL); if ( spawnArgs.GetFloat( "respawn", "0" ) ) { PostEventSec( &EV_Respawn, spawnArgs.GetFloat( "respawn", "0" ) ); } else { PostEventMS( &EV_Remove, 200 ); // Remove after a small delay to allow sound commands to execute } StartSound( "snd_gib", SND_CHANNEL_ANY ); // Find thinnest axis in the bounds and use for fx normal idVec3 thinnest = vec3_origin; int axisIndex = DetermineThinnestAxis(); thinnest[axisIndex] = 1.0f; thinnest *= GetAxis(); fxInfo.RemoveWhenDone( true ); fxInfo.SetNormal(thinnest); // Spawn FX system for gib BroadcastFxInfo( spawnArgs.GetString("fx_gib"), GetOrigin(), GetAxis(), &fxInfo ); // Spawn gibs if (spawnArgs.FindKey("def_debrisspawner")) { hhUtils::SpawnDebrisMass(spawnArgs.GetString("def_debrisspawner"), this ); } }
/* ================ idTrigger_EntityName::Event_Trigger the trigger was just activated activated should be the entity that originated the activation sequence (ie. the original target) activator should be set to the activator so it can be held through a delay so wait for the delay time before firing ================ */ void idTrigger_EntityName::Event_Trigger( idEntity *activator ) { if ( nextTriggerTime > gameLocal.time ) { // can't retrigger until the wait is over return; } if ( !activator || ( activator->name != entityName ) ) { return; } if ( triggerFirst ) { triggerFirst = false; return; } // don't allow it to trigger twice in a single frame nextTriggerTime = gameLocal.time + 1; if ( delay > 0 ) { // don't allow it to trigger again until our delay has passed nextTriggerTime += SEC2MS( delay + random_delay * gameLocal.random.CRandomFloat() ); PostEventSec( &EV_TriggerAction, delay, activator ); } else { TriggerAction( activator ); } }
/* ================= hhProjectileCrawlerGrenade::Event_ApplyExpandWound ================= */ void hhProjectileCrawlerGrenade::Event_ApplyExpandWound() { trace_t trace; if( !modelProxy.IsValid() || !modelProxy->GetCombatModel() ) { return; } idBounds clipBounds( modelProxy->GetRenderEntity()->bounds ); idVec3 traceEnd = GetOrigin(); idVec3 traceStart = traceEnd + hhUtils::RandomPointInShell( clipBounds.Expand(1.0f).GetRadius(), clipBounds.Expand(2.0f).GetRadius() ); idVec3 jointOrigin, localOrigin, localNormal; idMat3 jointAxis, axisTranspose; jointHandle_t jointHandle = INVALID_JOINT; CancelEvents( &EV_ApplyExpandWound ); PostEventSec( &EV_ApplyExpandWound, spawnArgs.GetFloat("expandWoundDelay") ); if( !gameLocal.clip.TracePoint(trace, traceStart, traceEnd, modelProxy->GetCombatModel()->GetContents(), NULL) ) { return; } if( trace.c.entityNum != entityNumber ) {//Make sure we hit ourselves return; } modelProxy->AddDamageEffect( trace, vec3_zero, spawnArgs.GetString("def_expandDamage"), (!fl.networkSync || netSyncPhysics) ); }
/* ================ idTrigger_EntityName::Event_Touch ================ */ void idTrigger_EntityName::Event_Touch( idEntity *other, trace_t *trace ) { if( triggerFirst ) { return; } if( nextTriggerTime > gameLocal.time ) { // can't retrigger until the wait is over return; } if( !other || ( other->name != entityName ) ) { return; } nextTriggerTime = gameLocal.time + 1; if( delay > 0 ) { // don't allow it to trigger again until our delay has passed nextTriggerTime += SEC2MS( delay + random_delay * gameLocal.random.CRandomFloat() ); PostEventSec( &EV_TriggerAction, delay, other ); } else { TriggerAction( other ); } }
/* ================ idEntityFx::Event_Trigger ================ */ void idEntityFx::Event_Trigger( idEntity *activator ) { if ( g_skipFX.GetBool() ) { return; } float fxActionDelay; const char *fx; if ( gameLocal.time < nextTriggerTime ) { return; } if ( spawnArgs.GetString( "fx", "", &fx) ) { Setup( fx ); Start( gameLocal.time ); PostEventMS( &EV_Fx_KillFx, Duration() ); BecomeActive( TH_THINK ); } fxActionDelay = spawnArgs.GetFloat( "fxActionDelay" ); if ( fxActionDelay != 0.0f ) { nextTriggerTime = gameLocal.time + SEC2MS( fxActionDelay ); } else { // prevent multiple triggers on same frame nextTriggerTime = gameLocal.time + 1; } PostEventSec( &EV_Fx_Action, fxActionDelay, activator ); }
/* ================ idSound::Event_Trigger this will toggle the idle idSound on and off ================ */ void idSound::Event_Trigger( idEntity *activator ) { if ( wait > 0.0f ) { if ( timerOn ) { timerOn = false; CancelEvents( &EV_Speaker_Timer ); } else { timerOn = true; DoSound( true ); PostEventSec( &EV_Speaker_Timer, wait + gameLocal.random.CRandomFloat() * random ); } } else { if ( gameLocal.isMultiplayer ) { if ( refSound.referenceSound && ( gameLocal.time < playingUntilTime ) ) { DoSound( false ); } else { DoSound( true ); } } else { if ( refSound.referenceSound && refSound.referenceSound->CurrentlyPlaying() ) { DoSound( false ); } else { DoSound( true ); } } } }
/* ================ idSound::Spawn ================ */ void idSound::Spawn( void ) { spawnArgs.GetVector( "move", "0 0 0", shakeTranslate ); spawnArgs.GetAngles( "rotate", "0 0 0", shakeRotate ); spawnArgs.GetFloat( "random", "0", random ); spawnArgs.GetFloat( "wait", "0", wait ); if( ( wait > 0.0f ) && ( random >= wait ) ) { random = wait - 0.001; gameLocal.DWarning( "speaker '%s' at (%s) has random >= wait", name.c_str(), GetPhysics()->GetOrigin().ToString( 0 ) ); } soundVol = 0.0f; lastSoundVol = 0.0f; if( ( shakeRotate != ang_zero ) || ( shakeTranslate != vec3_zero ) ) { BecomeActive( TH_THINK ); } if( !refSound.waitfortrigger && ( wait > 0.0f ) ) { timerOn = true; PostEventSec( &EV_Speaker_Timer, wait + gameLocal.random.CRandomFloat() * random ); } else { timerOn = false; } }
/* ================ idTrigger_Multi::Event_Trigger the trigger was just activated activated should be the entity that originated the activation sequence (ie. the original target) activator should be set to the activator so it can be held through a delay so wait for the delay time before firing ================ */ void idTrigger_Multi::Event_Trigger( idEntity *activator ) { // RAVEN BEGIN // bdube: moved trigger first if ( triggerFirst ) { triggerFirst = false; return; } if ( nextTriggerTime > gameLocal.time ) { // can't retrigger until the wait is over return; } // see if this trigger requires an item if ( !gameLocal.RequirementMet( activator, requires, removeItem ) ) { return; } if ( !CheckFacing( activator ) ) { return; } // RAVEN END // don't allow it to trigger twice in a single frame nextTriggerTime = gameLocal.time + 1; if ( delay > 0 ) { // don't allow it to trigger again until our delay has passed nextTriggerTime += SEC2MS( delay + random_delay * gameLocal.random.CRandomFloat() ); PostEventSec( &EV_TriggerAction, delay, activator ); } else { TriggerAction( activator ); } }
/* ================ idTrigger_Timer::Enable ================ */ void idTrigger_Timer::Enable( void ) { // if off, turn it on if ( !on ) { on = true; PostEventSec( &EV_Timer, delay ); } }
/* ================ idSound::Spawn ================ */ void idSound::Spawn( void ) { spawnArgs.GetVector( "move", "0 0 0", shakeTranslate ); spawnArgs.GetAngles( "rotate", "0 0 0", shakeRotate ); spawnArgs.GetFloat( "random", "0", random ); spawnArgs.GetFloat( "wait", "0", wait ); if ( ( wait > 0.0f ) && ( random >= wait ) ) { random = wait - 0.001; gameLocal.Warning( "speaker '%s' at (%s) has random >= wait", name.c_str(), GetPhysics()->GetOrigin().ToString(0) ); } soundVol = 0.0f; lastSoundVol = 0.0f; if ( ( shakeRotate != ang_zero ) || ( shakeTranslate != vec3_zero ) ) { BecomeActive( TH_THINK ); } if ( !refSound.waitfortrigger && ( wait > 0.0f ) ) { timerOn = true; PostEventSec( &EV_Speaker_Timer, wait + gameLocal.random.CRandomFloat() * random ); } else { timerOn = false; } // add this speaker to the list of ambient music speakers affected by tdm_music_volume if ( spawnArgs.GetBool( "s_music" ) ) { gameLocal.musicSpeakers.Append( entityNumber ); } }
/* ================ idSound::Event_On ================ */ void idSound::Event_On( void ) { if ( wait > 0.0f ) { timerOn = true; PostEventSec( &EV_Speaker_Timer, wait + gameLocal.random.CRandomFloat() * random ); } DoSound( true ); }
/* ================ idTrigger_EntityName::Event_Touch ================ */ void idTrigger_EntityName::Event_Touch( idEntity *other, trace_t *trace ) { if( triggerFirst ) { return; } if ( nextTriggerTime > gameLocal.time ) { // can't retrigger until the wait is over return; } // RAVEN BEGIN // abahr: so we can exclude an entity by name if( !other ) { return; } if( spawnArgs.GetBool("excludeEntityName") && other->name == entityName ) { return; } if( !spawnArgs.GetBool("excludeEntityName") && other->name != entityName ) { return; } // RAVEN END nextTriggerTime = gameLocal.time + 1; if ( delay > 0 ) { // don't allow it to trigger again until our delay has passed nextTriggerTime += SEC2MS( delay + random_delay * gameLocal.random.CRandomFloat() ); PostEventSec( &EV_TriggerAction, delay, other ); } else { TriggerAction( other ); } }
/* ================ idExplodingBarrel::Event_Respawn ================ */ void idExplodingBarrel::Event_Respawn() { int i; int minRespawnDist = spawnArgs.GetInt( "respawn_range", "256" ); if ( minRespawnDist ) { float minDist = -1; for ( i = 0; i < gameLocal.numClients; i++ ) { if ( !gameLocal.entities[ i ] || !gameLocal.entities[ i ]->IsType( idPlayer::Type ) ) { continue; } idVec3 v = gameLocal.entities[ i ]->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin(); float dist = v.Length(); if ( minDist < 0 || dist < minDist ) { minDist = dist; } } if ( minDist < minRespawnDist ) { PostEventSec( &EV_Respawn, spawnArgs.GetInt( "respawn_again", "10" ) ); return; } } const char *temp = spawnArgs.GetString( "model" ); if ( temp && *temp ) { SetModel( temp ); } health = spawnArgs.GetInt( "health", "5" ); fl.takedamage = true; physicsObj.SetOrigin( spawnOrigin ); physicsObj.SetAxis( spawnAxis ); physicsObj.SetContents( CONTENTS_SOLID ); physicsObj.DropToFloor(); state = NORMAL; Show(); UpdateVisuals(); }
/* ================ idTrigger_Timer::Event_Timer ================ */ void idTrigger_Timer::Event_Timer( void ) { ActivateTargets( this ); // set time before next firing if( wait >= 0.0f ) { PostEventSec( &EV_Timer, wait + gameLocal.random.CRandomFloat() * random ); } }
/* ================ idMoveable::EnableDamage ================ */ void idMoveable::EnableDamage(bool enable, float duration) { canDamage = enable; if (duration) { PostEventSec(&EV_EnableDamage, duration, (!enable) ? 0.0f : 1.0f); } }
/* ================ idSecurityCamera::Event_Pause ================ */ void idSecurityCamera::Event_Pause( void ) { float sweepWait; sweepWait = spawnArgs.GetFloat( "sweepWait", "0.5" ); sweeping = false; StopSound( SND_CHANNEL_ANY, false ); StartSound( "snd_stop", SND_CHANNEL_BODY, 0, false, NULL ); PostEventSec( &EV_SecurityCam_ReverseSweep, sweepWait ); }
/* ================ idTrigger_Multi::Event_Touch ================ */ void idTrigger_Multi::Event_Touch( idEntity *other, trace_t *trace ) { if( triggerFirst ) { return; } bool player = other->IsType( idPlayer::Type ); if( player ) { if( !touchClient ) { return; } if( static_cast< idPlayer * >( other )->spectating ) { return; } } else if( !touchOther ) { return; } if( nextTriggerTime > gameLocal.time ) { // can't retrigger until the wait is over return; } // see if this trigger requires an item if( !gameLocal.RequirementMet( other, requires, removeItem ) ) { return; } if( !CheckFacing( other ) ) { return; } if( spawnArgs.GetBool( "toggleTriggerFirst" ) ) { triggerFirst = true; } nextTriggerTime = gameLocal.time + 1; if( delay > 0 ) { // don't allow it to trigger again until our delay has passed nextTriggerTime += SEC2MS( delay + random_delay * gameLocal.random.CRandomFloat() ); PostEventSec( &EV_TriggerAction, delay, other ); } else { TriggerAction( other ); } }
/* ================ idSecurityCamera::Event_Alert ================ */ void idSecurityCamera::Event_Alert( void ) { float wait; SetAlertMode( ACTIVATED ); StopSound( SND_CHANNEL_ANY, false ); StartSound( "snd_activate", SND_CHANNEL_BODY, 0, false, NULL ); ActivateTargets( this ); CancelEvents( &EV_SecurityCam_ContinueSweep ); wait = spawnArgs.GetFloat( "wait", "20" ); PostEventSec( &EV_SecurityCam_ContinueSweep, wait ); }
/* ================ idMoveable::EnableDamage ================ */ void idMoveable::EnableDamage( bool enable, float duration ) { if ( canDamage == enable ) { return; } canDamage = enable; if ( duration ) { PostEventSec( &EV_EnableDamage, NULL, duration, ( !enable ) ? 0.0f : 0.0f ); } }
/* ================ idTarget_Tip::Event_Activate ================ */ void idTarget_Tip::Event_Activate( idEntity *activator ) { idPlayer *player = gameLocal.GetLocalPlayer(); if ( player ) { if ( player->IsTipVisible() ) { PostEventSec( &EV_Activate, 5.1f, activator ); return; } player->ShowTip( spawnArgs.GetString( "text_title" ), spawnArgs.GetString( "text_tip" ), false ); PostEventMS( &EV_GetPlayerPos, 2000 ); } }
/* ================ idMoveable::EnableDamage ================ */ void idMoveable::EnableDamage(bool enable, float duration) { #ifdef _D3XP if (canDamage == enable) { return; } #endif canDamage = enable; if (duration) { PostEventSec(&EV_EnableDamage, duration, ( /*_D3XP*/enable) ? 0.0f : 1.0f); } }
/* ================ idTarget_SetInfluence::Event_Flash ================ */ void idTarget_SetInfluence::Event_Flash( float flash, int out ) { idPlayer *player = gameLocal.GetLocalPlayer(); player->playerView.Fade( idVec4( 1, 1, 1, 1 ), flash ); const idSoundShader *shader = NULL; if ( !out && flashInSound.Length() ){ shader = declManager->FindSound( flashInSound ); player->StartSoundShader( shader, SND_CHANNEL_VOICE, 0, false, NULL ); } else if ( out && ( flashOutSound.Length() || flashInSound.Length() ) ) { shader = declManager->FindSound( flashOutSound.Length() ? flashOutSound : flashInSound ); player->StartSoundShader( shader, SND_CHANNEL_VOICE, 0, false, NULL ); } PostEventSec( &EV_ClearFlash, flash, flash ); }
/* ================ idTrigger_EntityName::Event_Touch ================ */ void idTrigger_EntityName::Event_Touch( idEntity* other, trace_t* trace ) { if( common->IsClient() ) { return; } if( triggerFirst ) { return; } if( nextTriggerTime > gameLocal.time ) { // can't retrigger until the wait is over return; } bool validEntity = false; if( other ) { if( testPartialName ) { if( other->name.Find( entityName, false ) >= 0 ) { validEntity = true; } } if( other->name == entityName ) { validEntity = true; } } if( !validEntity ) { return; } nextTriggerTime = gameLocal.time + 1; if( delay > 0 ) { // don't allow it to trigger again until our delay has passed nextTriggerTime += SEC2MS( delay + random_delay * gameLocal.random.CRandomFloat() ); PostEventSec( &EV_TriggerAction, delay, other ); } else { TriggerAction( other ); } }
/* ================ idTrigger_Count::Event_Trigger ================ */ void idTrigger_Count::Event_Trigger( idEntity *activator ) { // goal of -1 means trigger has been exhausted if (goal >= 0) { count++; if ( count >= goal ) { if (spawnArgs.GetBool("repeat")) { count = 0; } else { goal = -1; } PostEventSec( &EV_TriggerAction, delay, activator ); } } }