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-rw-r--r--src/jake2/game/GameTarget.java67
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