85 lines
2.0 KiB
Plaintext
85 lines
2.0 KiB
Plaintext
/*==========
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wall_use
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==========*/
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void() wall_use =
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{
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self.frame = 1 - self.frame;
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};
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/*QUAKED func_wall (0 .5 .8) ? X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM
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Simple solid bmodel
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Keys:
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"targetname" - if triggered, the bmodel will toggle its frame/animation sequence from +0 -> +9 to +a -> +j
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*/
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void() func_wall =
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{
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self.angles = '0 0 0';
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self.movetype = MOVETYPE_PUSH;
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self.solid = SOLID_BSP;
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self.use = wall_use;
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setmodel (self, self.model);
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};
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/*QUAKED func_illusionary (0 .5 .8) ? X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM
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A simple bmodel that looks solid but lets the player walk through it
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Keys:
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"targetname" - if triggered, the bmodel will toggle its frame/animation sequence from +0 -> +9 to +a -> +j
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*/
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void() func_illusionary =
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{
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self.angles = '0 0 0';
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self.movetype = MOVETYPE_NONE;
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self.solid = SOLID_NOT;
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setmodel (self, self.model);
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if (self.targetname != "")
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self.use = wall_use;
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else
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makestatic(self);
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};
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/*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4 X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM
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This bmodel will only appear if the episode has already been completed.
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Keys:
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"targetname" - if triggered, the bmodel will toggle its frame/animation sequence from +0 -> +9 to +a -> +j
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Spawnflags:
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E1, E2, E3, E4
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*/
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void() func_episodegate =
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{
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if (!(serverflags & self.spawnflags))
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{
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remove(self);
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return;
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}
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self.angles = '0 0 0';
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self.movetype = MOVETYPE_PUSH;
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self.solid = SOLID_BSP;
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self.use = wall_use;
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setmodel (self, self.model);
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};
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/*QUAKED func_bossgate (0 .5 .8) ? X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM
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This bmodel appears unless the player has all of the episode runes.
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Keys:
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"targetname" - if triggered, the bmodel will toggle its frame/animation sequence from +0 -> +9 to +a -> +j
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*/
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void() func_bossgate =
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{
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if ((serverflags & 15) == 15)
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{
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remove(self);
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return;
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}
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self.angles = '0 0 0';
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self.movetype = MOVETYPE_PUSH;
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self.solid = SOLID_BSP;
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self.use = wall_use;
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setmodel (self, self.model);
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};
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