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-rw-r--r--src/jake2/game/GameTarget.java613
1 files changed, 22 insertions, 591 deletions
diff --git a/src/jake2/game/GameTarget.java b/src/jake2/game/GameTarget.java
index c28e1d3..8a13ade 100644
--- a/src/jake2/game/GameTarget.java
+++ b/src/jake2/game/GameTarget.java
@@ -19,77 +19,24 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// Created on 28.12.2003 by RST.
-// $Id: GameTarget.java,v 1.1 2004-07-07 19:59:03 hzi Exp $
+// $Id: GameTarget.java,v 1.2 2004-07-08 15:58:43 hzi Exp $
package jake2.game;
import jake2.*;
import jake2.client.*;
-import jake2.game.*;
import jake2.qcommon.*;
import jake2.render.*;
import jake2.server.*;
+import jake2.util.Lib;
+import jake2.util.Math3D;
public class GameTarget extends GameTurret {
- /*QUAKED target_temp_entity (1 0 0) (-8 -8 -8) (8 8 8)
- Fire an origin based temp entity event to the clients.
- "style" type byte
- */
- public static EntUseAdapter Use_Target_Tent = new EntUseAdapter() {
- public void use(edict_t ent, edict_t other, edict_t activator) {
- gi.WriteByte(svc_temp_entity);
- gi.WriteByte(ent.style);
- gi.WritePosition(ent.s.origin);
- gi.multicast(ent.s.origin, MULTICAST_PVS);
- }
- };
-
public static void SP_target_temp_entity(edict_t ent) {
- ent.use = Use_Target_Tent;
+ ent.use = GameTargetAdapters.Use_Target_Tent;
}
- //==========================================================
-
- //==========================================================
-
- /*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off reliable
- "noise" wav file to play
- "attenuation"
- -1 = none, send to whole level
- 1 = normal fighting sounds
- 2 = idle sound level
- 3 = ambient sound level
- "volume" 0.0 to 1.0
-
- Normal sounds play each time the target is used. The reliable flag can be set for crucial voiceovers.
-
- Looped sounds are always atten 3 / vol 1, and the use function toggles it on/off.
- Multiple identical looping sounds will just increase volume without any speed cost.
- */
- public static EntUseAdapter Use_Target_Speaker = new EntUseAdapter() {
- public void use(edict_t ent, edict_t other, edict_t activator) {
- int chan;
-
- if ((ent.spawnflags & 3) != 0) { // looping sound toggles
- if (ent.s.sound != 0)
- ent.s.sound = 0; // turn it off
- else
- ent.s.sound = ent.noise_index; // start it
- }
- else { // normal sound
- if ((ent.spawnflags & 4) != 0)
- chan = CHAN_VOICE | CHAN_RELIABLE;
- else
- chan = CHAN_VOICE;
- // use a positioned_sound, because this entity won't normally be
- // sent to any clients because it is invisible
- gi.positioned_sound(ent.s.origin, ent, chan, ent.noise_index, ent.volume, ent.attenuation, 0);
- }
-
- }
- };
-
public static void SP_target_speaker(edict_t ent) {
//char buffer[MAX_QPATH];
String buffer;
@@ -119,28 +66,13 @@ public class GameTarget extends GameTurret {
if ((ent.spawnflags & 1) != 0)
ent.s.sound = ent.noise_index;
- ent.use = Use_Target_Speaker;
+ ent.use = GameTargetAdapters.Use_Target_Speaker;
// must link the entity so we get areas and clusters so
// the server can determine who to send updates to
gi.linkentity(ent);
}
- //==========================================================
- public static EntUseAdapter Use_Target_Help = new EntUseAdapter() {
- public void use(edict_t ent, edict_t other, edict_t activator) {
-
- if ((ent.spawnflags & 1) != 0)
- //strncpy(game.helpmessage1, ent.message, sizeof(game.helpmessage2) - 1);
- ent.message = game.helpmessage1;
- else
- //strncpy(game.helpmessage2, ent.message, sizeof(game.helpmessage1) - 1);
- ent.message = game.helpmessage2;
-
- game.helpchanged++;
- }
- };
-
/*QUAKED target_help (1 0 1) (-16 -16 -24) (16 16 24) help1
When fired, the "message" key becomes the current personal computer string, and the message light will be set on all clients status bars.
*/
@@ -155,33 +87,16 @@ public class GameTarget extends GameTurret {
G_FreeEdict(ent);
return;
}
- ent.use = Use_Target_Help;
+ ent.use = GameTargetAdapters.Use_Target_Help;
}
- //==========================================================
-
- /*QUAKED target_secret (1 0 1) (-8 -8 -8) (8 8 8)
- Counts a secret found.
- These are single use targets.
- */
- static EntUseAdapter use_target_secret = new EntUseAdapter() {
- public void use(edict_t ent, edict_t other, edict_t activator) {
- gi.sound(ent, CHAN_VOICE, ent.noise_index, 1, ATTN_NORM, 0);
-
- level.found_secrets++;
-
- G_UseTargets(ent, activator);
- G_FreeEdict(ent);
- }
- };
-
public static void SP_target_secret(edict_t ent) {
if (deathmatch.value != 0) { // auto-remove for deathmatch
G_FreeEdict(ent);
return;
}
- ent.use = use_target_secret;
+ ent.use = GameTargetAdapters.use_target_secret;
if (st.noise == null)
st.noise = "misc/secret.wav";
ent.noise_index = gi.soundindex(st.noise);
@@ -192,33 +107,13 @@ public class GameTarget extends GameTurret {
ent.message = "You have found a secret area.";
}
- //==========================================================
-
- /*QUAKED target_goal (1 0 1) (-8 -8 -8) (8 8 8)
- Counts a goal completed.
- These are single use targets.
- */
- static EntUseAdapter use_target_goal = new EntUseAdapter() {
- public void use(edict_t ent, edict_t other, edict_t activator) {
- gi.sound(ent, CHAN_VOICE, ent.noise_index, 1, ATTN_NORM, 0);
-
- level.found_goals++;
-
- if (level.found_goals == level.total_goals)
- gi.configstring(CS_CDTRACK, "0");
-
- G_UseTargets(ent, activator);
- G_FreeEdict(ent);
- }
- };
-
public static void SP_target_goal(edict_t ent) {
if (deathmatch.value != 0) { // auto-remove for deathmatch
G_FreeEdict(ent);
return;
}
- ent.use = use_target_goal;
+ ent.use = GameTargetAdapters.use_target_goal;
if (st.noise == null)
st.noise = "misc/secret.wav";
ent.noise_index = gi.soundindex(st.noise);
@@ -226,89 +121,11 @@ public class GameTarget extends GameTurret {
level.total_goals++;
}
- //==========================================================
-
- /*QUAKED target_explosion (1 0 0) (-8 -8 -8) (8 8 8)
- Spawns an explosion temporary entity when used.
-
- "delay" wait this long before going off
- "dmg" how much radius damage should be done, defaults to 0
- */
- static EntThinkAdapter target_explosion_explode = new EntThinkAdapter() {
- public boolean think(edict_t self) {
-
- float save;
-
- gi.WriteByte(svc_temp_entity);
- gi.WriteByte(TE_EXPLOSION1);
- gi.WritePosition(self.s.origin);
- gi.multicast(self.s.origin, MULTICAST_PHS);
-
- T_RadiusDamage(self, self.activator, self.dmg, null, self.dmg + 40, MOD_EXPLOSIVE);
-
- save = self.delay;
- self.delay = 0;
- G_UseTargets(self, self.activator);
- self.delay = save;
- return true;
- }
- };
-
- static EntUseAdapter use_target_explosion = new EntUseAdapter() {
- public void use(edict_t self, edict_t other, edict_t activator) {
- self.activator = activator;
-
- if (0 == self.delay) {
- target_explosion_explode.think(self);
- return;
- }
-
- self.think = target_explosion_explode;
- self.nextthink = level.time + self.delay;
- }
- };
-
public static void SP_target_explosion(edict_t ent) {
- ent.use = use_target_explosion;
+ ent.use = GameTargetAdapters.use_target_explosion;
ent.svflags = SVF_NOCLIENT;
}
- //==========================================================
-
- /*QUAKED target_changelevel (1 0 0) (-8 -8 -8) (8 8 8)
- Changes level to "map" when fired
- */
- static EntUseAdapter use_target_changelevel = new EntUseAdapter() {
- public void use(edict_t self, edict_t other, edict_t activator) {
- if (level.intermissiontime != 0)
- return; // already activated
-
- if (0 == deathmatch.value && 0 == coop.value) {
- if (g_edicts[1].health <= 0)
- return;
- }
-
- // if noexit, do a ton of damage to other
- if (deathmatch.value != 0 && 0 == ((int) dmflags.value & DF_ALLOW_EXIT) && other != g_edicts[0] /*world*/
- ) {
- T_Damage(other, self, self, vec3_origin, other.s.origin, vec3_origin, 10 * other.max_health, 1000, 0, MOD_EXIT);
- return;
- }
-
- // if multiplayer, let everyone know who hit the exit
- if (deathmatch.value != 0) {
- if (activator != null && activator.client != null)
- gi.bprintf(PRINT_HIGH, activator.client.pers.netname + " exited the level.\n");
- }
-
- // if going to a new unit, clear cross triggers
- if (self.map.indexOf('*') > -1)
- game.serverflags &= ~(SFL_CROSS_TRIGGER_MASK);
-
- PlayerHud.BeginIntermission(self);
- }
- };
-
public static void SP_target_changelevel(edict_t ent) {
if (ent.map == null) {
gi.dprintf("target_changelevel with no map at " + vtos(ent.s.origin) + "\n");
@@ -320,44 +137,12 @@ public class GameTarget extends GameTurret {
if ((Q_stricmp(level.mapname, "fact1") == 0) && (Q_stricmp(ent.map, "fact3") == 0))
ent.map = "fact3$secret1";
- ent.use = use_target_changelevel;
+ ent.use = GameTargetAdapters.use_target_changelevel;
ent.svflags = SVF_NOCLIENT;
}
- //==========================================================
-
- /*QUAKED target_splash (1 0 0) (-8 -8 -8) (8 8 8)
- Creates a particle splash effect when used.
-
- Set "sounds" to one of the following:
- 1) sparks
- 2) blue water
- 3) brown water
- 4) slime
- 5) lava
- 6) blood
-
- "count" how many pixels in the splash
- "dmg" if set, does a radius damage at this location when it splashes
- useful for lava/sparks
- */
- static EntUseAdapter use_target_splash = new EntUseAdapter() {
- public void use(edict_t self, edict_t other, edict_t activator) {
- gi.WriteByte(svc_temp_entity);
- gi.WriteByte(TE_SPLASH);
- gi.WriteByte(self.count);
- gi.WritePosition(self.s.origin);
- gi.WriteDir(self.movedir);
- gi.WriteByte(self.sounds);
- gi.multicast(self.s.origin, MULTICAST_PVS);
-
- if (self.dmg != 0)
- T_RadiusDamage(self, activator, self.dmg, null, self.dmg + 40, MOD_SPLASH);
- }
- };
-
public static void SP_target_splash(edict_t self) {
- self.use = use_target_splash;
+ self.use = GameTargetAdapters.use_target_splash;
G_SetMovedir(self.s.angles, self.movedir);
if (0 == self.count)
@@ -366,40 +151,8 @@ public class GameTarget extends GameTurret {
self.svflags = SVF_NOCLIENT;
}
- //==========================================================
-
- /*QUAKED target_spawner (1 0 0) (-8 -8 -8) (8 8 8)
- Set target to the type of entity you want spawned.
- Useful for spawning monsters and gibs in the factory levels.
-
- For monsters:
- Set direction to the facing you want it to have.
-
- For gibs:
- Set direction if you want it moving and
- speed how fast it should be moving otherwise it
- will just be dropped
- */
-
- static EntUseAdapter use_target_spawner = new EntUseAdapter() {
- public void use(edict_t self, edict_t other, edict_t activator) {
- edict_t ent;
-
- ent = G_Spawn();
- ent.classname = self.target;
- VectorCopy(self.s.origin, ent.s.origin);
- VectorCopy(self.s.angles, ent.s.angles);
- GameSpawn.ED_CallSpawn(ent);
- gi.unlinkentity(ent);
- KillBox(ent);
- gi.linkentity(ent);
- if (self.speed != 0)
- VectorCopy(self.movedir, ent.velocity);
- }
- };
-
public static void SP_target_spawner(edict_t self) {
- self.use = use_target_spawner;
+ self.use = GameTargetAdapters.use_target_spawner;
self.svflags = SVF_NOCLIENT;
if (self.speed != 0) {
G_SetMovedir(self.s.angles, self.movedir);
@@ -407,34 +160,8 @@ public class GameTarget extends GameTurret {
}
}
- //==========================================================
-
- /*QUAKED target_blaster (1 0 0) (-8 -8 -8) (8 8 8) NOTRAIL NOEFFECTS
- Fires a blaster bolt in the set direction when triggered.
-
- dmg default is 15
- speed default is 1000
- */
- public static EntUseAdapter use_target_blaster = new EntUseAdapter() {
- public void use(edict_t self, edict_t other, edict_t activator) {
- int effect;
-
- if ((self.spawnflags & 2) != 0)
- effect = 0;
- else if ((self.spawnflags & 1) != 0)
- effect = EF_HYPERBLASTER;
- else
- effect = EF_BLASTER;
-
- Fire.fire_blaster(self, self.s.origin, self.movedir, self.dmg, (int) self.speed, EF_BLASTER, MOD_TARGET_BLASTER != 0
- /*true*/
- );
- gi.sound(self, CHAN_VOICE, self.noise_index, 1, ATTN_NORM, 0);
- }
- };
-
public static void SP_target_blaster(edict_t self) {
- self.use = use_target_blaster;
+ self.use = GameTargetAdapters.use_target_blaster;
G_SetMovedir(self.s.angles, self.movedir);
self.noise_index = gi.soundindex("weapons/laser2.wav");
@@ -446,134 +173,26 @@ public class GameTarget extends GameTurret {
self.svflags = SVF_NOCLIENT;
}
- //==========================================================
-
- /*QUAKED target_crosslevel_trigger (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
- Once this trigger is touched/used, any trigger_crosslevel_target with the same trigger number is automatically used when a level is started within the same unit. It is OK to check multiple triggers. Message, delay, target, and killtarget also work.
- */
- public static EntUseAdapter trigger_crosslevel_trigger_use = new EntUseAdapter() {
- public void use(edict_t self, edict_t other, edict_t activator) {
- game.serverflags |= self.spawnflags;
- G_FreeEdict(self);
- }
- };
-
public static void SP_target_crosslevel_trigger(edict_t self) {
self.svflags = SVF_NOCLIENT;
- self.use = trigger_crosslevel_trigger_use;
+ self.use = GameTargetAdapters.trigger_crosslevel_trigger_use;
}
- /*QUAKED target_crosslevel_target (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
- Triggered by a trigger_crosslevel elsewhere within a unit. If multiple triggers are checked, all must be true. Delay, target and
- killtarget also work.
-
- "delay" delay before using targets if the trigger has been activated (default 1)
- */
- static EntThinkAdapter target_crosslevel_target_think = new EntThinkAdapter() {
- public boolean think(edict_t self) {
- if (self.spawnflags == (game.serverflags & SFL_CROSS_TRIGGER_MASK & self.spawnflags)) {
- G_UseTargets(self, self);
- G_FreeEdict(self);
- }
- return true;
- }
- };
-
public static void SP_target_crosslevel_target(edict_t self) {
if (0 == self.delay)
self.delay = 1;
self.svflags = SVF_NOCLIENT;
- self.think = target_crosslevel_target_think;
+ self.think = GameTargetAdapters.target_crosslevel_target_think;
self.nextthink = level.time + self.delay;
}
- //==========================================================
-
- /*QUAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON RED GREEN BLUE YELLOW ORANGE FAT
- When triggered, fires a laser. You can either set a target
- or a direction.
- */
- public static EntThinkAdapter target_laser_think = new EntThinkAdapter() {
- public boolean think(edict_t self) {
-
- edict_t ignore;
- float[] start = { 0, 0, 0 };
- float[] end = { 0, 0, 0 };
- trace_t tr;
- float[] point = { 0, 0, 0 };
- float[] last_movedir = { 0, 0, 0 };
- int count;
-
- if ((self.spawnflags & 0x80000000) != 0)
- count = 8;
- else
- count = 4;
-
- if (self.enemy != null) {
- VectorCopy(self.movedir, last_movedir);
- VectorMA(self.enemy.absmin, 0.5f, self.enemy.size, point);
- VectorSubtract(point, self.s.origin, self.movedir);
- VectorNormalize(self.movedir);
- if (0 == VectorCompare(self.movedir, last_movedir))
- self.spawnflags |= 0x80000000;
- }
-
- ignore = self;
- VectorCopy(self.s.origin, start);
- VectorMA(start, 2048, self.movedir, end);
- while (true) {
- tr = gi.trace(start, null, null, end, ignore, CONTENTS_SOLID | CONTENTS_MONSTER | CONTENTS_DEADMONSTER);
-
- if (tr.ent == null)
- break;
-
- // hurt it if we can
- if ((tr.ent.takedamage != 0) && 0 == (tr.ent.flags & FL_IMMUNE_LASER))
- T_Damage(
- tr.ent,
- self,
- self.activator,
- self.movedir,
- tr.endpos,
- vec3_origin,
- self.dmg,
- 1,
- DAMAGE_ENERGY,
- MOD_TARGET_LASER);
-
- // if we hit something that's not a monster or player or is immune to lasers, we're done
- if (0 == (tr.ent.svflags & SVF_MONSTER) && (null == tr.ent.client)) {
- if ((self.spawnflags & 0x80000000) != 0) {
- self.spawnflags &= ~0x80000000;
- gi.WriteByte(svc_temp_entity);
- gi.WriteByte(TE_LASER_SPARKS);
- gi.WriteByte(count);
- gi.WritePosition(tr.endpos);
- gi.WriteDir(tr.plane.normal);
- gi.WriteByte(self.s.skinnum);
- gi.multicast(tr.endpos, MULTICAST_PVS);
- }
- break;
- }
-
- ignore = tr.ent;
- VectorCopy(tr.endpos, start);
- }
-
- VectorCopy(tr.endpos, self.s.old_origin);
-
- self.nextthink = level.time + FRAMETIME;
- return true;
- }
- };
-
public static void target_laser_on(edict_t self) {
if (null == self.activator)
self.activator = self;
self.spawnflags |= 0x80000001;
self.svflags &= ~SVF_NOCLIENT;
- target_laser_think.think(self);
+ GameTargetAdapters.target_laser_think.think(self);
}
public static void target_laser_off(edict_t self) {
@@ -582,151 +201,15 @@ public class GameTarget extends GameTurret {
self.nextthink = 0;
}
- public static EntUseAdapter target_laser_use = new EntUseAdapter() {
-
- public void use(edict_t self, edict_t other, edict_t activator) {
- self.activator = activator;
- if ((self.spawnflags & 1) != 0)
- target_laser_off(self);
- else
- target_laser_on(self);
- }
- };
-
- static EntThinkAdapter target_laser_start = new EntThinkAdapter() {
- public boolean think(edict_t self) {
-
- edict_t ent;
-
- self.movetype = MOVETYPE_NONE;
- self.solid = SOLID_NOT;
- self.s.renderfx |= RF_BEAM | RF_TRANSLUCENT;
- self.s.modelindex = 1; // must be non-zero
-
- // set the beam diameter
- if ((self.spawnflags & 64) != 0)
- self.s.frame = 16;
- else
- self.s.frame = 4;
-
- // set the color
- if ((self.spawnflags & 2) != 0)
- self.s.skinnum = 0xf2f2f0f0;
- else if ((self.spawnflags & 4) != 0)
- self.s.skinnum = 0xd0d1d2d3;
- else if ((self.spawnflags & 8) != 0)
- self.s.skinnum = 0xf3f3f1f1;
- else if ((self.spawnflags & 16) != 0)
- self.s.skinnum = 0xdcdddedf;
- else if ((self.spawnflags & 32) != 0)
- self.s.skinnum = 0xe0e1e2e3;
-
- if (null == self.enemy) {
- if (self.target != null) {
- ent = G_Find(null, findByTarget, self.target).o;
- if (ent == null)
- gi.dprintf(self.classname + " at " + vtos(self.s.origin) + ": " + self.target + " is a bad target\n");
- self.enemy = ent;
- }
- else {
- G_SetMovedir(self.s.angles, self.movedir);
- }
- }
- self.use = target_laser_use;
- self.think = target_laser_think;
-
- if (0 == self.dmg)
- self.dmg = 1;
-
- VectorSet(self.mins, -8, -8, -8);
- VectorSet(self.maxs, 8, 8, 8);
- gi.linkentity(self);
-
- if ((self.spawnflags & 1) != 0)
- target_laser_on(self);
- else
- target_laser_off(self);
- return true;
- }
- };
-
public static void SP_target_laser(edict_t self) {
// let everything else get spawned before we start firing
- self.think = target_laser_start;
+ self.think = GameTargetAdapters.target_laser_start;
self.nextthink = level.time + 1;
}
- //==========================================================
-
- /*QUAKED target_lightramp (0 .5 .8) (-8 -8 -8) (8 8 8) TOGGLE
- speed How many seconds the ramping will take
- message two letters; starting lightlevel and ending lightlevel
- */
-
- static EntThinkAdapter target_lightramp_think = new EntThinkAdapter() {
- public boolean think(edict_t self) {
-
- char style[] = { ' ', ' ' };
-
- style[0] = (char) ('a' + (int) (self.movedir[0] + (level.time - self.timestamp) / FRAMETIME * self.movedir[2]));
- style[1] = 0;
- gi.configstring(CS_LIGHTS + self.enemy.style, new String(style));
-
- if ((level.time - self.timestamp) < self.speed) {
- self.nextthink = level.time + FRAMETIME;
- }
- else if ((self.spawnflags & 1) != 0) {
- char temp;
-
- temp = (char) self.movedir[0];
- self.movedir[0] = self.movedir[1];
- self.movedir[1] = temp;
- self.movedir[2] *= -1;
- }
-
- return true;
- }
- };
-
- static EntUseAdapter target_lightramp_use = new EntUseAdapter() {
- public void use(edict_t self, edict_t other, edict_t activator) {
- if (self.enemy == null) {
- edict_t e;
-
- // check all the targets
- e = null;
- EdictIterator es = null;
-
- while (true) {
- es = G_Find(es, findByTarget, self.target);
- e = es.o;
-
- if (e == null)
- break;
- if (strcmp(e.classname, "light") != 0) {
- gi.dprintf(self.classname + " at " + vtos(self.s.origin));
- gi.dprintf("target " + self.target + " (" + e.classname + " at " + vtos(e.s.origin) + ") is not a light\n");
- }
- else {
- self.enemy = e;
- }
- }
-
- if (null == self.enemy) {
- gi.dprintf(self.classname + " target " + self.target + " not found at " + vtos(self.s.origin) + "\n");
- G_FreeEdict(self);
- return;
- }
- }
-
- self.timestamp = level.time;
- target_lightramp_think.think(self);
- }
- };
-
public static void SP_target_lightramp(edict_t self) {
if (self.message == null
- || strlen(self.message) != 2
+ || self.message.length() != 2
|| self.message.charAt(0) < 'a'
|| self.message.charAt(0) > 'z'
|| self.message.charAt(1) < 'a'
@@ -749,66 +232,14 @@ public class GameTarget extends GameTurret {
}
self.svflags |= SVF_NOCLIENT;
- self.use = target_lightramp_use;
- self.think = target_lightramp_think;
+ self.use = GameTargetAdapters.target_lightramp_use;
+ self.think = GameTargetAdapters.target_lightramp_think;
self.movedir[0] = self.message.charAt(0) - 'a';
self.movedir[1] = self.message.charAt(1) - 'a';
self.movedir[2] = (self.movedir[1] - self.movedir[0]) / (self.speed / FRAMETIME);
}
- //==========================================================
-
- /*QUAKED target_earthquake (1 0 0) (-8 -8 -8) (8 8 8)
- When triggered, this initiates a level-wide earthquake.
- All players and monsters are affected.
- "speed" severity of the quake (default:200)
- "count" duration of the quake (default:5)
- */
-
- static EntThinkAdapter target_earthquake_think = new EntThinkAdapter() {
- public boolean think(edict_t self) {
-
- int i;
- edict_t e;
-
- if (self.last_move_time < level.time) {
- gi.positioned_sound(self.s.origin, self, CHAN_AUTO, self.noise_index, 1.0f, ATTN_NONE, 0);
- self.last_move_time = level.time + 0.5f;
- }
-
- for (i = 1; i < globals.num_edicts; i++) {
- e = g_edicts[i];
-
- if (!e.inuse)
- continue;
- if (null == e.client)
- continue;
- if (null == e.groundentity)
- continue;
-
- e.groundentity = null;
- e.velocity[0] += crandom() * 150;
- e.velocity[1] += crandom() * 150;
- e.velocity[2] = self.speed * (100.0f / e.mass);
- }
-
- if (level.time < self.timestamp)
- self.nextthink = level.time + FRAMETIME;
-
- return true;
- }
- };
-
- static EntUseAdapter target_earthquake_use = new EntUseAdapter() {
- public void use(edict_t self, edict_t other, edict_t activator) {
- self.timestamp = level.time + self.count;
- self.nextthink = level.time + FRAMETIME;
- self.activator = activator;
- self.last_move_time = 0;
- }
- };
-
public static void SP_target_earthquake(edict_t self) {
if (null == self.targetname)
gi.dprintf("untargeted " + self.classname + " at " + vtos(self.s.origin) + "\n");
@@ -820,8 +251,8 @@ public class GameTarget extends GameTurret {
self.speed = 200;
self.svflags |= SVF_NOCLIENT;
- self.think = target_earthquake_think;
- self.use = target_earthquake_use;
+ self.think = GameTargetAdapters.target_earthquake_think;
+ self.use = GameTargetAdapters.target_earthquake_use;
self.noise_index = gi.soundindex("world/quake.wav");
}