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/*
Copyright (C) 1997-2001 Id Software, Inc.

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/

// Created on 26.02.2004 by RST.
// $Id: GameTargetAdapters.java,v 1.2 2004-08-27 21:57:48 hzi Exp $

package jake2.game;

import jake2.*;
import jake2.client.*;
import jake2.qcommon.*;
import jake2.render.*;
import jake2.server.*;
import jake2.util.Lib;
import jake2.util.Math3D;

public class GameTargetAdapters {

	/*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) {
			GameBase.gi.WriteByte(Defines.svc_temp_entity);
			GameBase.gi.WriteByte(ent.style);
			GameBase.gi.WritePosition(ent.s.origin);
			GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PVS);
		}
	};
	//==========================================================
	
	//==========================================================
	
	/*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 = Defines.CHAN_VOICE | Defines.CHAN_RELIABLE;
				else
					chan = Defines.CHAN_VOICE;
				// use a positioned_sound, because this entity won't normally be
				// sent to any clients because it is invisible
				GameBase.gi.positioned_sound(ent.s.origin, ent, chan, ent.noise_index, ent.volume, ent.attenuation, 0);
			}
	
		}
	};
	//==========================================================
	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);
				GameBase.game.helpmessage1 = ent.message;
			else
				//strncpy(game.helpmessage2, ent.message, sizeof(game.helpmessage1) - 1);
				GameBase.game.helpmessage2 = ent.message;
	
			GameBase.game.helpchanged++;
		}
	};
	//==========================================================
	
	/*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) {
			GameBase.gi.sound(ent, Defines.CHAN_VOICE, ent.noise_index, 1, Defines.ATTN_NORM, 0);
	
			GameBase.level.found_secrets++;
	
			GameUtil.G_UseTargets(ent, activator);
			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.
	*/
	static EntUseAdapter use_target_goal = new EntUseAdapter() {
		public void use(edict_t ent, edict_t other, edict_t activator) {
			GameBase.gi.sound(ent, Defines.CHAN_VOICE, ent.noise_index, 1, Defines.ATTN_NORM, 0);
	
			GameBase.level.found_goals++;
	
			if (GameBase.level.found_goals == GameBase.level.total_goals)
				GameBase.gi.configstring(Defines.CS_CDTRACK, "0");
	
			GameUtil.G_UseTargets(ent, activator);
			GameUtil.G_FreeEdict(ent);
		}
	};
	//==========================================================
	
	/*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;
	
			GameBase.gi.WriteByte(Defines.svc_temp_entity);
			GameBase.gi.WriteByte(Defines.TE_EXPLOSION1);
			GameBase.gi.WritePosition(self.s.origin);
			GameBase.gi.multicast(self.s.origin, Defines.MULTICAST_PHS);
	
			GameUtil.T_RadiusDamage(self, self.activator, self.dmg, null, self.dmg + 40, Defines.MOD_EXPLOSIVE);
	
			save = self.delay;
			self.delay = 0;
			GameUtil.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 = GameBase.level.time + self.delay;
		}
	};
	//==========================================================
	
	/*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 (GameBase.level.intermissiontime != 0)
				return; // already activated
	
			if (0 == GameBase.deathmatch.value && 0 == GameBase.coop.value) {
				if (GameBase.g_edicts[1].health <= 0)
					return;
			}
	
			// if noexit, do a ton of damage to other
			if (GameBase.deathmatch.value != 0 && 0 == ((int) GameBase.dmflags.value & Defines.DF_ALLOW_EXIT) && other != GameBase.g_edicts[0] /*world*/
				) {
				GameUtil.T_Damage(other, self, self, Globals.vec3_origin, other.s.origin, Globals.vec3_origin, 10 * other.max_health, 1000, 0, Defines.MOD_EXIT);
				return;
			}
	
			// if multiplayer, let everyone know who hit the exit
			if (GameBase.deathmatch.value != 0) {
				if (activator != null && activator.client != null)
					GameBase.gi.bprintf(Defines.PRINT_HIGH, activator.client.pers.netname + " exited the level.\n");
			}
	
			// if going to a new unit, clear cross triggers
			if (self.map.indexOf('*') > -1)
				GameBase.game.serverflags &= ~(Defines.SFL_CROSS_TRIGGER_MASK);
	
			PlayerHud.BeginIntermission(self);
		}
	};
	//==========================================================
	
	/*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) {
			GameBase.gi.WriteByte(Defines.svc_temp_entity);
			GameBase.gi.WriteByte(Defines.TE_SPLASH);
			GameBase.gi.WriteByte(self.count);
			GameBase.gi.WritePosition(self.s.origin);
			GameBase.gi.WriteDir(self.movedir);
			GameBase.gi.WriteByte(self.sounds);
			GameBase.gi.multicast(self.s.origin, Defines.MULTICAST_PVS);
	
			if (self.dmg != 0)
				GameUtil.T_RadiusDamage(self, activator, self.dmg, null, self.dmg + 40, Defines.MOD_SPLASH);
		}
	};
	//==========================================================
	
	/*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 = GameUtil.G_Spawn();
			ent.classname = self.target;
			Math3D.VectorCopy(self.s.origin, ent.s.origin);
			Math3D.VectorCopy(self.s.angles, ent.s.angles);
			GameSpawn.ED_CallSpawn(ent);
			GameBase.gi.unlinkentity(ent);
			GameUtil.KillBox(ent);
			GameBase.gi.linkentity(ent);
			if (self.speed != 0)
				Math3D.VectorCopy(self.movedir, ent.velocity);
		}
	};
	//==========================================================
	
	/*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 = Defines.EF_HYPERBLASTER;
			else
				effect = Defines.EF_BLASTER;
	
			Fire.fire_blaster(self, self.s.origin, self.movedir, self.dmg, (int) self.speed, Defines.EF_BLASTER, Defines.MOD_TARGET_BLASTER != 0
			/*true*/
			);
			GameBase.gi.sound(self, Defines.CHAN_VOICE, self.noise_index, 1, Defines.ATTN_NORM, 0);
		}
	};
	//==========================================================
	
	/*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) {
			GameBase.game.serverflags |= self.spawnflags;
			GameUtil.G_FreeEdict(self);
		}
	};
	/*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 == (GameBase.game.serverflags & Defines.SFL_CROSS_TRIGGER_MASK & self.spawnflags)) {
				GameUtil.G_UseTargets(self, self);
				GameUtil.G_FreeEdict(self);
			}
			return true;
		}
	};
	//==========================================================
	
	/*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) {
				Math3D.VectorCopy(self.movedir, last_movedir);
				Math3D.VectorMA(self.enemy.absmin, 0.5f, self.enemy.size, point);
				Math3D.VectorSubtract(point, self.s.origin, self.movedir);
				Math3D.VectorNormalize(self.movedir);
				if (0 == Math3D.VectorCompare(self.movedir, last_movedir))
					self.spawnflags |= 0x80000000;
			}
	
			ignore = self;
			Math3D.VectorCopy(self.s.origin, start);
			Math3D.VectorMA(start, 2048, self.movedir, end);
			while (true) {
				tr = GameBase.gi.trace(start, null, null, end, ignore, Defines.CONTENTS_SOLID | Defines.CONTENTS_MONSTER | Defines.CONTENTS_DEADMONSTER);
	
				if (tr.ent == null)
					break;
	
				// hurt it if we can
				if ((tr.ent.takedamage != 0) && 0 == (tr.ent.flags & Defines.FL_IMMUNE_LASER))
					GameUtil.T_Damage(
						tr.ent,
						self,
						self.activator,
						self.movedir,
						tr.endpos,
						Globals.vec3_origin,
						self.dmg,
						1,
						Defines.DAMAGE_ENERGY,
						Defines.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 & Defines.SVF_MONSTER) && (null == tr.ent.client)) {
					if ((self.spawnflags & 0x80000000) != 0) {
						self.spawnflags &= ~0x80000000;
						GameBase.gi.WriteByte(Defines.svc_temp_entity);
						GameBase.gi.WriteByte(Defines.TE_LASER_SPARKS);
						GameBase.gi.WriteByte(count);
						GameBase.gi.WritePosition(tr.endpos);
						GameBase.gi.WriteDir(tr.plane.normal);
						GameBase.gi.WriteByte(self.s.skinnum);
						GameBase.gi.multicast(tr.endpos, Defines.MULTICAST_PVS);
					}
					break;
				}
	
				ignore = tr.ent;
				Math3D.VectorCopy(tr.endpos, start);
			}
	
			Math3D.VectorCopy(tr.endpos, self.s.old_origin);
	
			self.nextthink = GameBase.level.time + Defines.FRAMETIME;
			return true;
		}
	};
	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)
				GameTarget.target_laser_off(self);
			else
				GameTarget.target_laser_on(self);
		}
	};
	static EntThinkAdapter target_laser_start = new EntThinkAdapter() {
		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;
			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 = GameBase.G_Find(null, GameBase.findByTarget, self.target).o;
					if (ent == null)
						GameBase.gi.dprintf(self.classname + " at " + Lib.vtos(self.s.origin) + ": " + self.target + " is a bad target\n");
					self.enemy = ent;
				}
				else {
					GameBase.G_SetMovedir(self.s.angles, self.movedir);
				}
			}
			self.use = target_laser_use;
			self.think = target_laser_think;
	
			if (0 == self.dmg)
				self.dmg = 1;
	
			Math3D.VectorSet(self.mins, -8, -8, -8);
			Math3D.VectorSet(self.maxs, 8, 8, 8);
			GameBase.gi.linkentity(self);
	
			if ((self.spawnflags & 1) != 0)
				GameTarget.target_laser_on(self);
			else
				GameTarget.target_laser_off(self);
			return true;
		}
	};
	//==========================================================
	
	/*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] + (GameBase.level.time - self.timestamp) / Defines.FRAMETIME * self.movedir[2]));
			style[1] = 0;
			GameBase.gi.configstring(Defines.CS_LIGHTS + self.enemy.style, new String(style));
	
			if ((GameBase.level.time - self.timestamp) < self.speed) {
				self.nextthink = GameBase.level.time + Defines.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 = GameBase.G_Find(es, GameBase.findByTarget, self.target);
					e = es.o;
	
					if (e == null)
						break;
					if (Lib.strcmp(e.classname, "light") != 0) {
						GameBase.gi.dprintf(self.classname + " at " + Lib.vtos(self.s.origin));
						GameBase.gi.dprintf("target " + self.target + " (" + e.classname + " at " + Lib.vtos(e.s.origin) + ") is not a light\n");
					}
					else {
						self.enemy = e;
					}
				}
	
				if (null == self.enemy) {
					GameBase.gi.dprintf(self.classname + " target " + self.target + " not found at " + Lib.vtos(self.s.origin) + "\n");
					GameUtil.G_FreeEdict(self);
					return;
				}
			}
	
			self.timestamp = GameBase.level.time;
			target_lightramp_think.think(self);
		}
	};
	//==========================================================
	
	/*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 < GameBase.level.time) {
				GameBase.gi.positioned_sound(self.s.origin, self, Defines.CHAN_AUTO, self.noise_index, 1.0f, Defines.ATTN_NONE, 0);
				self.last_move_time = GameBase.level.time + 0.5f;
			}
	
			for (i = 1; i < GameBase.globals.num_edicts; i++) {
				e = GameBase.g_edicts[i];
	
				if (!e.inuse)
					continue;
				if (null == e.client)
					continue;
				if (null == e.groundentity)
					continue;
	
				e.groundentity = null;
				e.velocity[0] += Lib.crandom() * 150;
				e.velocity[1] += Lib.crandom() * 150;
				e.velocity[2] = self.speed * (100.0f / e.mass);
			}
	
			if (GameBase.level.time < self.timestamp)
				self.nextthink = GameBase.level.time + Defines.FRAMETIME;
	
			return true;
		}
	};
	static EntUseAdapter target_earthquake_use = new EntUseAdapter() {
		public void use(edict_t self, edict_t other, edict_t activator) {
			self.timestamp = GameBase.level.time + self.count;
			self.nextthink = GameBase.level.time + Defines.FRAMETIME;
			self.activator = activator;
			self.last_move_time = 0;
		}
	};
}