first commit

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2019-12-30 17:23:05 +01:00
commit 7fe19ee89f
1149 changed files with 271279 additions and 0 deletions

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static enumflags { PUSH_ONCE, PUSH_NO_SOUND };
/*==========
push_touch
==========*/
static void() push_touch =
{
if (other.classname == "grenade")
other.velocity = self.speed * self.movedir * 10;
else if (other.health > 0)
{
other.velocity = self.speed * self.movedir * 10;
if (other.classname == "player" && !(self.spawnflags & PUSH_NO_SOUND))
{
if (other.fly_sound < time)
{
other.fly_sound = time + 1.5;
sound (other, CHAN_AUTO, self.noise, 1, ATTN_NORM);
}
}
}
if (self.spawnflags & PUSH_ONCE)
{
self.solid = SOLID_NOT;
self.touch = SUB_Null;
self.think = SUB_Remove;
self.nextthink = time;
}
};
/*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE NO_SOUND X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM
Pushes the player in the direction of "angle" at "speed" and makes the flying wind sound.
Note that "speed" will be multiplied by a factor of 10, so 30 = 300
Use an "angle" of 360 for 0, -1 for up and -2 for down.
Set "noise" for a custom sound
Set PUSH_ONCE to remove after first use.
Set NO_SOUND to make silent.
*/
void() trigger_push =
{
if (!(self.spawnflags & PUSH_NO_SOUND))
{
SetStringDefault(noise, "ambience/windfly.wav");
precache_sound (self.noise);
}
SetPositiveDefault(speed, 1000);
self.touch = push_touch;
InitTrigger();
};