Files
quakemapping/mod_xj18/my_progs/func_pswitch.qc
2020-01-07 11:54:38 +01:00

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/*======================================================================
PRESSURE SWITCH FUNCTIONS
* Originally started as an extension of the func_button entity
* Had too many spawning/setup conditions and was made into own entity
* Having the trigger, touch and movement on one entity did not work
* Split the trigger/touch into a separate spawn function, not v flexible
* Entity Detection has to be volume, only players have floor touch bbox
* Added a separate trigger/touch entity to detect diff entity types
* Trigger needed to keep track of multiple touching entities at once
* Detecting intersection volumes without a touch function is cpu intense
======================================================================*/
float PSWITCH_STARTDIS = 32; // Switch starts in disabled state
//----------------------------------------------------------------------
/*QUAKED func_pressureswitch (0 .5 .8) ? x x x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
Pressure switch (bmodel) with touch state only
-------- KEYS --------
targetname : trigger entity (works with entity state system)
target : name of target(s) to trigger (only works with pressure relays)
angle : Always moves downward (needs to reflect gravity pressure)
speed : Move Speed (def=40)
lip : lip remaining at end of move. (def=4)
sounds : 0=steam metal, 1=wooden, 2=metallic, 3=in-out, 4=Silent, 5=Custom
noise : custom sound - 1st movement
noise1 : custom sound - 2nd movement ('buttons/switch21.wav')
message: Centerprint Message to display when triggered
_dirt : -1 = will be excluded from dirtmapping
_minlight : Minimum light level for any surface of the brush model
_mincolor : Minimum light color for any surface (def='1 1 1' RGB)
_shadow : Will cast shadows on other models and itself
_shadowself : Will cast shadows on itself
-------- SPAWNFLAGS --------
STARTOFF : Starts off and waits for trigger
-------- NOTES --------
Pressure switch (bmodel) with touch state only
*/
//----------------------------------------------------------------------
void() func_pswitch_ready =
{
// Check for entity state changes
if (self.estate & ESTATE_BLOCK) return;
self.frame = 0;
self.state = STATE_UP;
};
//----------------------------------------------------------------------
void() func_pswitch_return =
{
// Check for entity state changes
// Do not block disable (let it move up)
if (self.estate == ESTATE_OFF) return;
if (self.state == STATE_DOWN) {
if (self.presstimersound < time) {
self.presstimersound = time + 1;
// 2nd movement sound - going up
sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
}
self.ltime = time;
self.state = STATE_MOVING;
SUB_CalcMove (self.pos1, self.speed, func_pswitch_ready);
}
};
//----------------------------------------------------------------------
void() func_pswitch_finished =
{
// Check for any completed message
if (self.message != "") {
// Write message to all clients
msg_entity = self;
WriteByte (MSG_ALL, SVC_CENTERPRINT);
WriteString (MSG_ALL, self.message);
if (self.wait < 0) self.message = "";
}
// Check for any completed trigger(s)
if (self.target != "") {
trigger_strs(self.target, world);
if (self.wait < 0) self.target = "";
}
self.frame = 1;
self.state = STATE_DOWN;
// Check for entity state changes
if (self.estate & ESTATE_BLOCK) return;
self.think = func_pswitch_return;
self.nextthink = time + 0.2;
};
//----------------------------------------------------------------------
void() func_pswitch_use =
{
// Check for entity state changes
if (self.estate & ESTATE_BLOCK) return;
// Block trigger events if moving pressure plate
if (self.state == STATE_MOVING) return;
// Is the pressure plate UP?
if (self.state == STATE_UP) {
if (self.presstimersound < time) {
self.presstimersound = time + 1;
// 1st movement sound - going down
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
}
// Move pressure pad into down position
self.ltime = time;
self.state = STATE_MOVING;
SUB_CalcMove (self.pos2, self.speed, func_pswitch_finished);
}
// Is the pressure plate DOWN?
else if (self.state == STATE_DOWN) {
// Keep waiting in the down position
self.think = func_pswitch_return;
self.nextthink = time + 0.2;
}
};
//----------------------------------------------------------------------
void() func_pswitch_on =
{
// Stop re-triggering ON state
if (self.estate == ESTATE_ON) return;
// No longer need this spawnflag, remove it
self.spawnflags = self.spawnflags - (self.spawnflags & ENT_STARTOFF);
// Add to world pressure plate
self.estate = ESTATE_ON;
self.movetype = MOVETYPE_PUSH;
self.solid = SOLID_BSP;
setmodel (self, self.mdl);
// Reset state and frame back to default
setorigin(self, self.pos1);
self.state = STATE_UP;
self.think = SUB_Null;
self.frame = 0;
};
//----------------------------------------------------------------------
void() func_pswitch_off =
{
// Stop re-triggering OFF state
if (self.estate == ESTATE_OFF) return;
self.estate = ESTATE_OFF;
self.movetype = MOVETYPE_NONE;
self.solid = SOLID_NOT;
setmodel (self, "");
// Reset position and frame back to default
sound (self, CHAN_VOICE, SOUND_EMPTY, 1, ATTN_NORM);
setorigin(self, self.pos1);
self.state = STATE_UP;
self.think = SUB_Null;
self.frame = 0;
};
//----------------------------------------------------------------------
void() func_pressureswitch =
{
if (check_bmodel_keys()) return; // Check for bmodel errors
// Setup all empty/silent sound files first
if (self.noise == "") self.noise = SOUND_EMPTY;
// Default 0 = air (base style) button
if (self.sounds == 0) self.noise = "buttons/airbut1.wav";
else if (self.sounds == 1) self.noise = "buttons/switch21.wav";
else if (self.sounds == 2) self.noise = "buttons/switch02.wav";
else if (self.sounds == 3) self.noise = "buttons/switch04.wav";
else if (self.sounds == 4) self.noise = SOUND_EMPTY;
precache_sound (self.noise);
if (self.noise1 == "") self.noise1 = self.noise;
precache_sound (self.noise1);
self.classtype = CT_FUNCPSWITCH;
self.classgroup = CG_FUNCMOVER;
self.bsporigin = TRUE;
self.mdl = self.model;
// Pressure switches always move up/down
self.movedir = '0 0 -1';
self.angles = '0 0 0';
// Default parameters and states
if (!self.speed) self.speed = 40;
if (!self.lip) self.lip = 4;
self.state = STATE_UP;
self.health = self.max_health = 0;
self.takedamage = DAMAGE_NO;
self.wait = -1;
// Reset all pressure switch variables
self.presstype = self.presstimersound = 0;
// Setup the pressure switch two different state positions
// Got to add switch to world for bmodel size parameter
self.movetype = MOVETYPE_PUSH;
self.solid = SOLID_BSP;
setmodel (self, self.mdl);
self.pos1 = self.origin;
self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip);
// Cannot have a pressure switch start off or disabled
// with no targetname, how can it be actived!?!
if (self.spawnflags & BUTTON_STARTDIS && self.targetname == "") {
dprint("\b[PSWITCH]\b Starting DISABLED with no targetname!\n");
self.oldorigin = bmodel_origin(self);
spawn_marker(self.oldorigin, SPNMARK_YELLOW);
entity_hide(self);
return;
}
if (self.spawnflags & ENT_STARTOFF && self.targetname == "") {
dprint("\b[PSWITCH]\b Starting OFF with no targetname!\n");
self.oldorigin = bmodel_origin(self);
spawn_marker(self.oldorigin, SPNMARK_YELLOW);
entity_hide(self);
return;
}
// Check for spawning conditions (nightmare, coop)
// Needs to exist after entity has been added to work for BSPorigin
if (check_nightmare() == TRUE) return;
if (check_coop() == TRUE) return;
// Setup Entity State functionality
if (self.targetname != "") self.use = entity_state_use;
self.estate_on = func_pswitch_on;
self.estate_off = func_pswitch_off;
self.estate_use = func_pswitch_use;
// Check for starting off or default=on
if (self.spawnflags & ENT_STARTOFF) self.estate_off();
else self.estate_on();
};