Esempio n. 1
0
void train_wait (edict_t *self)
{
	if (self->target_ent->pathtarget)
	{
		char	*savetarget;
		edict_t	*ent;

		ent = self->target_ent;
		savetarget = ent->target;
		ent->target = ent->pathtarget;
		G_UseTargets (ent, self->activator);
		ent->target = savetarget;

		// make sure we didn't get killed by a killtarget
		if (!self->inuse)
			return;
	}

	if (self->moveinfo.wait)
	{
		if (self->moveinfo.wait > 0)
		{
			self->nextthink = level.time + self->moveinfo.wait;
			self->think = train_next;
		}
		else if (self->spawnflags & TRAIN_TOGGLE)  // && wait < 0
		{
			train_next (self);
			self->spawnflags &= ~TRAIN_START_ON;
			VectorClear (self->velocity);
			self->nextthink = 0;
		}

		if (!(self->flags & FL_TEAMSLAVE))
		{
			if (self->moveinfo.sound_end)
				gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0);
			self->s.sound = 0;
		}
	}
	else
	{
		train_next (self);
	}
	
}
Esempio n. 2
0
void train_use (edict_t *self, edict_t *other, edict_t *activator) {
	self->activator = activator;

	if (self->spawnflags & TRAIN_START_ON)
	{
		if (!(self->spawnflags & TRAIN_TOGGLE))
			return;
		self->spawnflags &= ~TRAIN_START_ON;
		VectorClear (self->velocity);
		self->nextthink = 0;
	}
	else
	{
		if (self->target_ent)
			train_resume(self);
		else
			train_next(self);
	}
}