/* buttons.qc button and multiple button Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ void button_return (); void button_wait () { self.state = STATE_TOP; self.nextthink = self.ltime + self.wait; self.think = button_return; activator = self.enemy; SUB_UseTargets(); self.frame = 1; // use alternate textures } void button_done () { self.state = STATE_BOTTOM; } void button_return () { self.state = STATE_DOWN; SUB_CalcMove (self.pos1, self.speed, button_done); self.frame = 0; // use normal textures if (self.health) self.takedamage = DAMAGE_YES; // can be shot again } void button_blocked () { // do nothing, just don't come all the way back out } void button_fire () { if (self.state == STATE_UP || self.state == STATE_TOP) return; sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM); self.state = STATE_UP; SUB_CalcMove (self.pos2, self.speed, button_wait); } void button_use () { self.enemy = activator; button_fire (); } void button_touch () { if (other.classname != "player") return; self.enemy = other; button_fire (); } void button_killed () { self.enemy = damage_attacker; self.health = self.max_health; self.takedamage = DAMAGE_NO; // wil be reset upon return button_fire (); } /*QUAKED func_button (0 .5 .8) ? When a button is touched, it moves some distance in the direction of its angle, triggers all of its targets, waits some time, then returns to its original position where it can be triggered again. "angle" determines the opening direction "target" all entities with a matching targetname will be used "speed" override the default 40 speed "wait" override the default 1 second wait (-1 = never return) "lip" override the default 4 pixel lip remaining at end of move "health" if set, the button must be killed instead of touched "sounds" 0) steam metal 1) wooden clunk 2) metallic click 3) in-out */ void func_button () { if (self.sounds == 0) { precache_sound ("buttons/airbut1.wav"); self.noise = "buttons/airbut1.wav"; } if (self.sounds == 1) { precache_sound ("buttons/switch21.wav"); self.noise = "buttons/switch21.wav"; } if (self.sounds == 2) { precache_sound ("buttons/switch02.wav"); self.noise = "buttons/switch02.wav"; } if (self.sounds == 3) { precache_sound ("buttons/switch04.wav"); self.noise = "buttons/switch04.wav"; } SetMovedir (); self.movetype = MOVETYPE_PUSH; self.solid = SOLID_BSP; setmodel (self, self.model); self.blocked = button_blocked; self.use = button_use; if (self.health) { self.max_health = self.health; self.th_die = button_killed; self.takedamage = DAMAGE_YES; } else self.touch = button_touch; if (!self.speed) self.speed = 40; if (!self.wait) self.wait = 1; if (!self.lip) self.lip = 4; self.state = STATE_BOTTOM; self.pos1 = self.origin; self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip); }