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#include <u.h>#include <libc.h>#include <stdio.h>#include "../dat.h"#include "../fns.h" //PGM - some of these are mine, some id's. I added the define's.#define TRIGGER_MONSTER		0x01#define TRIGGER_NOT_PLAYER	0x02#define TRIGGER_TRIGGERED	0x04#define TRIGGER_TOGGLE		0x08//PGM void InitTrigger (edict_t *self){	if (!VectorCompare (self->s.angles, vec3_origin))		G_SetMovedir (self->s.angles, self->movedir); 	self->solid = SOLID_TRIGGER;	self->movetype = MOVETYPE_NONE;	gi.setmodel (self, self->model);	self->svflags = SVF_NOCLIENT;}  // the wait time has passed, so set back up for another activationvoid multi_wait (edict_t *ent){	ent->nextthink = 0;}  // the trigger was just activated// ent->activator should be set to the activator so it can be held through a delay// so wait for the delay time before firingvoid multi_trigger (edict_t *ent){	if (ent->nextthink)		return;		// already been triggered 	G_UseTargets (ent, ent->activator); 	if (ent->wait > 0)		{		ent->think = multi_wait;		ent->nextthink = level.time + ent->wait;	}	else	{	// we can't just remove (self) here, because this is a touch function		// called while looping through area links...		ent->touch = NULL;		ent->nextthink = level.time + FRAMETIME;		ent->think = G_FreeEdict;	}} void Use_Multi (edict_t *ent, edict_t *, edict_t *activator){//PGM	if(ent->spawnflags & TRIGGER_TOGGLE)	{		if(ent->solid == SOLID_TRIGGER)			ent->solid = SOLID_NOT;		else			ent->solid = SOLID_TRIGGER;		gi.linkentity (ent);	}	else	{		ent->activator = activator;		multi_trigger (ent);	}//PGM} void Touch_Multi (edict_t *self, edict_t *other, cplane_t *, csurface_t *){	if(other->client)	{		if (self->spawnflags & 2)			return;	}	else if (other->svflags & SVF_MONSTER)	{		if (!(self->spawnflags & 1))			return;	}	else		return; 	if (!VectorCompare(self->movedir, vec3_origin))	{		vec3_t	forward; 		AngleVectors(other->s.angles, forward, NULL, NULL);		if (_DotProduct(forward, self->movedir) < 0)			return;	} 	self->activator = other;	multi_trigger (self);} /*QUAKED trigger_multiple (.5 .5 .5) ? MONSTER NOT_PLAYER TRIGGERED TOGGLEVariable sized repeatable trigger.  Must be targeted at one or more entities.If "delay" is set, the trigger waits some time after activating before firing."wait" : Seconds between triggerings. (.2 default) TOGGLE - using this trigger will activate/deactivate it. trigger will begin inactive. sounds1)	secret2)	beep beep3)	large switch4)set "message" to text string*/void trigger_enable (edict_t *self, edict_t *, edict_t *){	self->solid = SOLID_TRIGGER;	self->use = Use_Multi;	gi.linkentity (self);} void SP_trigger_multiple (edict_t *ent){	if (ent->sounds == 1)		ent->noise_index = gi.soundindex ("misc/secret.wav");	else if (ent->sounds == 2)		ent->noise_index = gi.soundindex ("misc/talk.wav");	else if (ent->sounds == 3)		ent->noise_index = gi.soundindex ("misc/trigger1.wav");		if (!ent->wait)		ent->wait = 0.2;	ent->touch = Touch_Multi;	ent->movetype = MOVETYPE_NONE;	ent->svflags |= SVF_NOCLIENT; //PGM	if (ent->spawnflags & (TRIGGER_TRIGGERED | TRIGGER_TOGGLE))	{		ent->solid = SOLID_NOT;		ent->use = trigger_enable;	}	else	{		ent->solid = SOLID_TRIGGER;		ent->use = Use_Multi;	}//PGM 	if (!VectorCompare(ent->s.angles, vec3_origin))		G_SetMovedir (ent->s.angles, ent->movedir); 	gi.setmodel (ent, ent->model);	gi.linkentity (ent);}  /*QUAKED trigger_once (.5 .5 .5) ? x x TRIGGEREDTriggers once, then removes itself.You must set the key "target" to the name of another object in the level that has a matching "targetname". If TRIGGERED, this trigger must be triggered before it is live. sounds 1)	secret 2)	beep beep 3)	large switch 4) "message"	string to be displayed when triggered*/ void SP_trigger_once(edict_t *ent){	// make old maps work because I messed up on flag assignments here	// triggered was on bit 1 when it should have been on bit 4	if (ent->spawnflags & 1)	{		vec3_t	v; 		VectorMA (ent->mins, 0.5, ent->size, v);		ent->spawnflags &= ~1;		ent->spawnflags |= 4;		gi.dprintf("fixed TRIGGERED flag on %s at %s\n", ent->classname, vtos(v));	} 	ent->wait = -1;	SP_trigger_multiple (ent);} /*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)This fixed size trigger cannot be touched, it can only be fired by other events.*/void trigger_relay_use (edict_t *self, edict_t *, edict_t *activator){	G_UseTargets (self, activator);} void SP_trigger_relay (edict_t *self){	self->use = trigger_relay_use;}  /*============================================================================== trigger_key ==============================================================================*/ /*QUAKED trigger_key (.5 .5 .5) (-8 -8 -8) (8 8 8)A relay trigger that only fires it's targets if player has the proper key.Use "item" to specify the required key, for example "key_data_cd"*/void trigger_key_use (edict_t *self, edict_t *, edict_t *activator){	int			index; 	if (!self->item)		return;	if (!activator->client)		return; 	index = ITEM_INDEX(self->item);	if (!activator->client->pers.inventory[index])	{		if (level.time < self->touch_debounce_time)			return;		self->touch_debounce_time = level.time + 5.0;		gi.centerprintf (activator, "You need the %s", self->item->pickup_name);		gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/keytry.wav"), 1, ATTN_NORM, 0);		return;	} 	gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/keyuse.wav"), 1, ATTN_NORM, 0);	if (coop->value)	{		int		player;		edict_t	*ent; 		if (strcmp(self->item->classname, "key_power_cube") == 0)		{			int	cube; 			for (cube = 0; cube < 8; cube++)				if (activator->client->pers.power_cubes & (1 << cube))					break;			for (player = 1; player <= game.maxclients; player++)			{				ent = &g_edicts[player];				if (!ent->inuse)					continue;				if (!ent->client)					continue;				if (ent->client->pers.power_cubes & (1 << cube))				{					ent->client->pers.inventory[index]--;					ent->client->pers.power_cubes &= ~(1 << cube);				}			}		}		else		{			for (player = 1; player <= game.maxclients; player++)			{				ent = &g_edicts[player];				if (!ent->inuse)					continue;				if (!ent->client)					continue;				ent->client->pers.inventory[index] = 0;			}		}	}	else	{		activator->client->pers.inventory[index]--;	} 	G_UseTargets (self, activator); 	self->use = NULL;} void SP_trigger_key (edict_t *self){	if (!st.item)	{		gi.dprintf("no key item for trigger_key at %s\n", vtos(self->s.origin));		return;	}	self->item = FindItemByClassname (st.item); 	if (!self->item)	{		gi.dprintf("item %s not found for trigger_key at %s\n", st.item, vtos(self->s.origin));		return;	} 	if (!self->target)	{		gi.dprintf("%s at %s has no target\n", self->classname, vtos(self->s.origin));		return;	} 	gi.soundindex ("misc/keytry.wav");	gi.soundindex ("misc/keyuse.wav"); 	self->use = trigger_key_use;}  /*============================================================================== trigger_counter ==============================================================================*/ /*QUAKED trigger_counter (.5 .5 .5) ? nomessageActs as an intermediary for an action that takes multiple inputs. If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished. After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.*/ void trigger_counter_use(edict_t *self, edict_t *, edict_t *activator){	if (self->count == 0)		return;		self->count--; 	if (self->count)	{		if (! (self->spawnflags & 1))		{			gi.centerprintf(activator, "%i more to go...", self->count);			gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);		}		return;	}		if (! (self->spawnflags & 1))	{		gi.centerprintf(activator, "Sequence completed!");		gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);	}	self->activator = activator;	multi_trigger (self);} void SP_trigger_counter (edict_t *self){	self->wait = -1;	if (!self->count)		self->count = 2; 	self->use = trigger_counter_use;}  /*============================================================================== trigger_always ==============================================================================*/ /*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)This trigger will always fire.  It is activated by the world.*/void SP_trigger_always (edict_t *ent){	// we must have some delay to make sure our use targets are present	if (ent->delay < 0.2)		ent->delay = 0.2;	G_UseTargets(ent, ent);}  /*============================================================================== trigger_push ==============================================================================*/ // PGM#define PUSH_ONCE		0x01#define PUSH_START_OFF	0x02#define PUSH_SILENT		0x04// PGM static int windsound; void trigger_push_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *){	if (strcmp(other->classname, "grenade") == 0)	{		VectorScale (self->movedir, self->speed * 10, other->velocity);	}	else if (other->health > 0)	{		VectorScale (self->movedir, self->speed * 10, other->velocity); 		if (other->client)		{			// don't take falling damage immediately from this			VectorCopy (other->velocity, other->client->oldvelocity);			if (!(self->spawnflags & PUSH_SILENT) && (other->fly_sound_debounce_time < level.time))			{				other->fly_sound_debounce_time = level.time + 1.5;				gi.sound (other, CHAN_AUTO, windsound, 1, ATTN_NORM, 0);			}		}	}	if (self->spawnflags & PUSH_ONCE)		G_FreeEdict (self);} //======//PGMvoid trigger_push_use (edict_t *self, edict_t *, edict_t *){	if (self->solid == SOLID_NOT)		self->solid = SOLID_TRIGGER;	else		self->solid = SOLID_NOT;	gi.linkentity (self);}//PGM//====== /*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE START_OFF SILENTPushes the player"speed"		defaults to 1000                                     If targeted, it will toggle on and off when used. START_OFF - toggled trigger_push begins in off settingSILENT - doesn't make wind noise*/void SP_trigger_push (edict_t *self){	InitTrigger (self);	windsound = gi.soundindex ("misc/windfly.wav");	self->touch = trigger_push_touch;	if (!self->speed)		self->speed = 1000; //PGM	if(self->targetname)		// toggleable	{		self->use = trigger_push_use;		if(self->spawnflags & PUSH_START_OFF)			self->solid = SOLID_NOT;	}	else if(self->spawnflags & PUSH_START_OFF)	{		gi.dprintf ("trigger_push is START_OFF but not targeted.\n");		self->svflags = 0;		self->touch = NULL;		self->solid = SOLID_BSP;		self->movetype = MOVETYPE_PUSH;	}//PGM 	gi.linkentity (self);}  /*============================================================================== trigger_hurt ==============================================================================*/ /*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOWAny entity that touches this will be hurt. It does dmg points of damage each server frame SILENT			supresses playing the soundSLOW			changes the damage rate to once per secondNO_PROTECTION	*nothing* stops the damage "dmg"			default 5 (whole numbers only) 

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