diff options
Diffstat (limited to 'src/jake2/game/GameTarget.java')
-rw-r--r-- | src/jake2/game/GameTarget.java | 67 |
1 files changed, 19 insertions, 48 deletions
diff --git a/src/jake2/game/GameTarget.java b/src/jake2/game/GameTarget.java index b25b72f..9e5bb24 100644 --- a/src/jake2/game/GameTarget.java +++ b/src/jake2/game/GameTarget.java @@ -19,7 +19,7 @@ */ // Created on 28.12.2003 by RST. -// $Id: GameTarget.java,v 1.7 2005-11-20 22:18:33 salomo Exp $ +// $Id: GameTarget.java,v 1.8 2006-01-21 21:53:31 salomo Exp $ package jake2.game; import jake2.Defines; @@ -44,9 +44,7 @@ public class GameTarget { } if (GameBase.st.noise.indexOf(".wav") < 0) buffer = "" + GameBase.st.noise + ".wav"; - //Com_sprintf(buffer, sizeof(buffer), "%s.wav", st.noise); else - //strncpy(buffer, st.noise, sizeof(buffer)); buffer = GameBase.st.noise; ent.noise_index = GameBase.gi.soundindex(buffer); @@ -70,7 +68,7 @@ public class GameTarget { GameBase.gi.linkentity(ent); } - /* + /** * 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. @@ -262,7 +260,7 @@ public class GameTarget { self.noise_index = GameBase.gi.soundindex("world/quake.wav"); } - /* + /** * 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 */ @@ -276,9 +274,7 @@ public class GameTarget { } }; - //========================================================== - - /* + /** * 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 @@ -315,7 +311,7 @@ public class GameTarget { } }; - //========================================================== + public static EntUseAdapter Use_Target_Help = new EntUseAdapter() { public String getID() { return "Use_Target_Help"; } public void use(edict_t ent, edict_t other, edict_t activator) { @@ -329,9 +325,7 @@ public class GameTarget { } }; - //========================================================== - - /* + /** * QUAKED target_secret (1 0 1) (-8 -8 -8) (8 8 8) Counts a secret found. * These are single use targets. */ @@ -347,10 +341,8 @@ public class GameTarget { GameUtil.G_FreeEdict(ent); } }; - - //========================================================== - - /* + + /** * QUAKED target_goal (1 0 1) (-8 -8 -8) (8 8 8) Counts a goal completed. * These are single use targets. */ @@ -370,9 +362,8 @@ public class GameTarget { } }; - //========================================================== - /* + /** * QUAKED target_explosion (1 0 0) (-8 -8 -8) (8 8 8) Spawns an explosion * temporary entity when used. * @@ -416,9 +407,7 @@ public class GameTarget { } }; - //========================================================== - - /* + /** * QUAKED target_changelevel (1 0 0) (-8 -8 -8) (8 8 8) Changes level to * "map" when fired */ @@ -460,9 +449,7 @@ public class GameTarget { } }; - //========================================================== - - /* + /** * QUAKED target_splash (1 0 0) (-8 -8 -8) (8 8 8) Creates a particle splash * effect when used. * @@ -489,9 +476,7 @@ public class GameTarget { } }; - //========================================================== - - /* + /** * 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. @@ -520,9 +505,7 @@ public class GameTarget { } }; - //========================================================== - - /* + /** * QUAKED target_blaster (1 0 0) (-8 -8 -8) (8 8 8) NOTRAIL NOEFFECTS Fires * a blaster bolt in the set direction when triggered. * @@ -550,9 +533,7 @@ public class GameTarget { } }; - //========================================================== - - /* + /** * 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 @@ -568,7 +549,7 @@ public class GameTarget { } }; - /* + /** * 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 @@ -589,9 +570,7 @@ public class GameTarget { } }; - //========================================================== - - /* + /** * 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. @@ -615,9 +594,7 @@ public class GameTarget { if (self.enemy != null) { Math3D.VectorCopy(self.movedir, last_movedir); - Math3D - .VectorMA(self.enemy.absmin, 0.5f, self.enemy.size, - point); + Math3D.VectorMA(self.enemy.absmin, 0.5f, self.enemy.size, point); Math3D.VectorSubtract(point, self.s.origin, self.movedir); Math3D.VectorNormalize(self.movedir); if (!Math3D.VectorEquals(self.movedir, last_movedir)) @@ -687,8 +664,6 @@ public class GameTarget { public String getID() { return "target_laser_start"; } public boolean think(edict_t self) { - edict_t ent; - self.movetype = Defines.MOVETYPE_NONE; self.solid = Defines.SOLID_NOT; self.s.renderfx |= Defines.RF_BEAM | Defines.RF_TRANSLUCENT; @@ -743,9 +718,7 @@ public class GameTarget { } }; - //========================================================== - - /* + /** * 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 @@ -820,9 +793,7 @@ public class GameTarget { } }; - //========================================================== - - /* + /** * 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 |