Files
quakemapping/mod_ad/my_progs/func_buttons.qc
2019-12-30 22:24:44 +01:00

271 lines
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/*======================================================================
BUTTON FUNCTIONS
======================================================================*/
float BUTTON_STARTDIS = 32; // Button starts in disabled state
//----------------------------------------------------------------------
/*QUAKED func_button (0 .5 .8) ? x x x x x STARTDIS STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
Button (bmodel) with two states
-------- KEYS --------
targetname : trigger entity (works with entity state system)
target : name of target(s) to trigger at the start of the wait phase
angle : determines the move direction, use "360" for angle 0
speed : Move Speed (def=40)
wait : wait before returning (def=1, -1 = never return)
delay : delay before button triggers
lip : lip remaining at end of move. (def=4)
health : Can be damaged instead of touched
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
estate : Override starting entity state 1=ON, 2=OFF, 4=DISABLE
_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 --------
STARTDIS : Starts disabled and waits for trigger
STARTOFF : Starts off and waits for trigger
-------- NOTES --------
Button (bmodel) with two states
*/
void() func_button_return;
//----------------------------------------------------------------------
void() func_button_wait =
{
self.state = STATE_TOP;
if (self.estate & ESTATE_BLOCK) return;
self.nextthink = self.ltime + self.wait;
self.think = func_button_return;
activator = self.enemy;
SUB_UseTargets();
self.frame = 1; // use alternate textures
};
//----------------------------------------------------------------------
void() func_button_done =
{
self.frame = 0; // use normal textures
self.state = STATE_BOTTOM;
if (self.health) self.takedamage = DAMAGE_YES;
};
//----------------------------------------------------------------------
void() func_button_return =
{
self.state = STATE_DOWN;
if (self.estate & ESTATE_BLOCK) return;
if (self.noise1) sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
SUB_CalcMove (self.pos1, self.speed, func_button_done);
};
//----------------------------------------------------------------------
void() func_button_fire =
{
if (self.estate & ESTATE_BLOCK) return;
if (self.state == STATE_UP || self.state == STATE_TOP) return;
self.state = STATE_UP;
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
SUB_CalcMove (self.pos2, self.speed, func_button_wait);
};
//----------------------------------------------------------------------
void() func_button_use =
{
// Deal with DELAY functionality first
if (self.spawnflags & ENT_STARTOFF) self.estate_on();
else {
// Block USE functionality if state wrong
if (self.estate & ESTATE_BLOCK) return;
self.enemy = other;
func_button_fire();
}
};
//----------------------------------------------------------------------
// Default state for buttons, touch trigger
//----------------------------------------------------------------------
void() func_button_touch =
{
if ( !(other.flags & FL_CLIENT) ) return;
self.enemy = other;
func_button_fire();
};
//----------------------------------------------------------------------
// Only active if health set on trigger, touch function disabled
//----------------------------------------------------------------------
void() func_button_killed =
{
self.enemy = damage_attacker;
self.health = self.max_health;
self.takedamage = DAMAGE_NO; // wil be reset upon return
func_button_fire();
};
//----------------------------------------------------------------------
// do nothing, just don't come all the way back out
//----------------------------------------------------------------------
void() func_button_blocked = { };
//----------------------------------------------------------------------
void() func_button_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);
self.estate = ESTATE_ON;
self.movetype = MOVETYPE_PUSH;
self.solid = SOLID_BSP;
setmodel (self, self.mdl);
// Reset health, state and frame back to default
setorigin(self, self.pos1);
self.state = STATE_BOTTOM;
self.think = SUB_Null;
self.frame = 0;
// reset health and damage trigger
if (self.max_health) {
self.health = self.max_health;
self.th_die = func_button_killed;
self.takedamage = DAMAGE_YES;
}
};
//----------------------------------------------------------------------
void() func_button_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 health, position and frame back to default
sound (self, CHAN_VOICE, SOUND_EMPTY, 1, ATTN_NORM);
self.takedamage = DAMAGE_NO;
setorigin(self, self.pos1);
self.state = STATE_BOTTOM;
self.think = SUB_Null;
self.frame = 0;
};
//----------------------------------------------------------------------
void() func_button_disable =
{
// Block damage function and show alternative texture
self.estate = ESTATE_DISABLE;
self.takedamage = DAMAGE_NO;
self.frame = 1;
// Make sure the button is moved to finished state
SUB_CalcMove (self.pos2, self.speed, func_button_wait);
};
//=============================================================================
void() func_button =
{
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 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 != "") precache_sound (self.noise1);
self.classtype = CT_FUNCBUTTON;
self.classgroup = CG_FUNCMOVER;
self.bsporigin = TRUE;
self.mdl = self.model;
SetMovedir (); // Setup move direction base on angles
// Default parameters and states
if (!self.speed) self.speed = 40;
if (!self.wait) self.wait = 1;
if (!self.lip) self.lip = 4;
self.state = STATE_BOTTOM;
// Setup the buttons two different state positions
// Got to add button 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 button start off or disabled
// with no targetname, how can it be actived!?!
if (self.spawnflags & BUTTON_STARTDIS && self.targetname == "") {
dprint("\b[BUTTON]\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[BUTTON]\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;
// Can either shoot a button or touch it, never both
if (self.health) {
self.max_health = self.health;
self.th_die = func_button_killed;
self.takedamage = DAMAGE_YES;
}
// Important OR condition (touching only)
else self.touch = func_button_touch;
self.blocked = func_button_blocked;
// Setup Entity State functionality
if (self.targetname != "") self.use = entity_state_use;
self.estate_on = func_button_on;
self.estate_off = func_button_off;
self.estate_use = func_button_use;
self.estate_disable = func_button_disable;
// Check for the easy way to start a button disabled
if (self.spawnflags & BUTTON_STARTDIS) self.estate_disable();
// Check for starting override for entity state
else if (self.estate & ESTATE_LOWER) {
if (self.estate == 1) self.estate_on();
else if (self.estate == 2) {
// Make sure off function works, start with on state
self.estate = ESTATE_ON;
self.estate_off();
}
else if (self.estate == 4) self.estate_disable();
}
else {
// Check for starting off or default=on
if (self.spawnflags & ENT_STARTOFF) self.estate_off();
else self.estate_on();
}
};