diff options
Diffstat (limited to 'src/jake2/game/GameTrigger.java')
-rw-r--r-- | src/jake2/game/GameTrigger.java | 22 |
1 files changed, 10 insertions, 12 deletions
diff --git a/src/jake2/game/GameTrigger.java b/src/jake2/game/GameTrigger.java index 75dbf62..1e23752 100644 --- a/src/jake2/game/GameTrigger.java +++ b/src/jake2/game/GameTrigger.java @@ -20,7 +20,7 @@ // Created on 27.12.2003 by RST. -// $Id: GameTrigger.java,v 1.7 2005-12-14 21:08:03 salomo Exp $ +// $Id: GameTrigger.java,v 1.8 2006-01-21 21:53:32 salomo Exp $ package jake2.game; @@ -46,8 +46,7 @@ public class GameTrigger { // 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 firing + // delay so wait for the delay time before firing public static void multi_trigger(edict_t ent) { if (ent.nextthink != 0) return; // already been triggered @@ -96,7 +95,7 @@ public class GameTrigger { GameBase.gi.linkentity(ent); } - /* + /** * QUAKED trigger_once (.5 .5 .5) ? x x TRIGGERED Triggers once, then * removes itself. You must set the key "target" to the name of another * object in the level that has a matching "targetname". @@ -285,7 +284,7 @@ public class GameTrigger { } }; - /* + /** * QUAKED trigger_multiple (.5 .5 .5) ? MONSTER NOT_PLAYER TRIGGERED * Variable sized repeatable trigger. Must be targeted at one or more * entities. If "delay" is set, the trigger waits some time after activating @@ -301,7 +300,7 @@ public class GameTrigger { } }; - /* + /** * 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. */ @@ -320,7 +319,7 @@ public class GameTrigger { * ============================================================================== */ - /* + /** * 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" @@ -343,9 +342,8 @@ public class GameTrigger { self.touch_debounce_time = GameBase.level.time + 5.0f; GameBase.gi.centerprintf(activator, "You need the " + self.item.pickup_name); - GameBase.gi - .sound(activator, Defines.CHAN_AUTO, GameBase.gi - .soundindex("misc/keytry.wav"), 1, + GameBase.gi.sound(activator, Defines.CHAN_AUTO, + GameBase.gi.soundindex("misc/keytry.wav"), 1, Defines.ATTN_NORM, 0); return; } @@ -540,7 +538,7 @@ public class GameTrigger { * ============================================================================== */ - /* + /** * QUAKED trigger_gravity (.5 .5 .5) ? Changes the touching entites gravity * to the value of "gravity". 1.0 is standard gravity for the level. */ @@ -562,7 +560,7 @@ public class GameTrigger { * ============================================================================== */ - /* + /** * QUAKED trigger_monsterjump (.5 .5 .5) ? Walking monsters that touch this * will jump in the direction of the trigger's angle "speed" default to 200, * the speed thrown forward "height" default to 200, the speed thrown |