// Copyright (C) 2004 Id Software, Inc. // /* Invisible entities that affect other entities or the world when activated. */ #include "precompiled.h" #pragma hdrstop #include "Game_local.h" /* =============================================================================== idTarget =============================================================================== */ CLASS_DECLARATION( idEntity, idTarget ) END_CLASS /* =============================================================================== idTarget_Remove =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_Remove ) EVENT( EV_Activate, idTarget_Remove::Event_Activate ) END_CLASS /* ================ idTarget_Remove::Event_Activate ================ */ void idTarget_Remove::Event_Activate( idEntity *activator ) { int i; idEntity *ent; for( i = 0; i < targets.Num(); i++ ) { ent = targets[ i ].GetEntity(); if ( ent ) { ent->PostEventMS( &EV_Remove, 0 ); } } // delete our self when done PostEventMS( &EV_Remove, 0 ); } /* =============================================================================== idTarget_Damage =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_Damage ) EVENT( EV_Activate, idTarget_Damage::Event_Activate ) END_CLASS /* ================ idTarget_Damage::Event_Activate ================ */ void idTarget_Damage::Event_Activate( idEntity *activator ) { int i; const char *damage; idEntity * ent; damage = spawnArgs.GetString( "def_damage", "damage_generic" ); for( i = 0; i < targets.Num(); i++ ) { ent = targets[ i ].GetEntity(); if ( ent ) { ent->Damage( this, this, vec3_origin, damage, 1.0f, INVALID_JOINT ); } } } /* =============================================================================== idTarget_SessionCommand =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_SessionCommand ) EVENT( EV_Activate, idTarget_SessionCommand::Event_Activate ) END_CLASS /* ================ idTarget_SessionCommand::Event_Activate ================ */ void idTarget_SessionCommand::Event_Activate( idEntity *activator ) { gameLocal.sessionCommand = spawnArgs.GetString( "command" ); } /* =============================================================================== idTarget_EndLevel Just a modified form of idTarget_SessionCommand =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_EndLevel ) EVENT( EV_Activate, idTarget_EndLevel::Event_Activate ) END_CLASS /* ================ idTarget_EndLevel::Event_Activate ================ */ void idTarget_EndLevel::Event_Activate( idEntity *activator ) { idStr nextMap; #ifdef ID_DEMO_BUILD //HUMANHEAD jsh - if the next map is DEMO_END_LEVEL, demo is over //this check is done to avoid having to change map assets //if ( spawnArgs.GetBool( "endOfGame" ) ) { if ( idStr::Icmp( spawnArgs.GetString( "nextMap" ), DEMO_END_LEVEL ) == 0 ) { cvarSystem->SetCVarBool( "g_nightmare", true ); gameLocal.sessionCommand = "endofDemo"; return; } #else if ( spawnArgs.GetBool( "endOfGame" ) ) { cvarSystem->SetCVarBool( "g_nightmare", true ); gameLocal.sessionCommand = "disconnect"; // HUMANHEAD pdm: changed from disconnect return; } #endif if ( !spawnArgs.GetString( "nextMap", "", nextMap ) ) { gameLocal.Printf( "idTarget_SessionCommand::Event_Activate: no nextMap key\n" ); return; } if ( spawnArgs.GetInt( "devmap", "0" ) ) { gameLocal.sessionCommand = "devmap "; // only for special demos } else { gameLocal.sessionCommand = "map "; } gameLocal.sessionCommand += nextMap; } /* =============================================================================== idTarget_WaitForButton =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_WaitForButton ) EVENT( EV_Activate, idTarget_WaitForButton::Event_Activate ) END_CLASS /* ================ idTarget_WaitForButton::Event_Activate ================ */ void idTarget_WaitForButton::Event_Activate( idEntity *activator ) { if ( thinkFlags & TH_THINK ) { BecomeInactive( TH_THINK ); } else { // always allow during cinematics cinematic = true; BecomeActive( TH_THINK ); } } /* ================ idTarget_WaitForButton::Think ================ */ void idTarget_WaitForButton::Think( void ) { idPlayer *player; if ( thinkFlags & TH_THINK ) { player = gameLocal.GetLocalPlayer(); if ( player && ( !player->oldButtons & BUTTON_ATTACK ) && ( player->usercmd.buttons & BUTTON_ATTACK ) ) { player->usercmd.buttons &= ~BUTTON_ATTACK; BecomeInactive( TH_THINK ); ActivateTargets( player ); } } else { BecomeInactive( TH_ALL ); } } /* =============================================================================== idTarget_SetGlobalShaderParm =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_SetGlobalShaderTime ) EVENT( EV_Activate, idTarget_SetGlobalShaderTime::Event_Activate ) END_CLASS /* ================ idTarget_SetGlobalShaderTime::Event_Activate ================ */ void idTarget_SetGlobalShaderTime::Event_Activate( idEntity *activator ) { int parm = spawnArgs.GetInt( "globalParm" ); float time = -MS2SEC( gameLocal.time ); if ( parm >= 0 && parm < MAX_GLOBAL_SHADER_PARMS ) { gameLocal.globalShaderParms[parm] = time; } } /* =============================================================================== idTarget_SetShaderParm =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_SetShaderParm ) EVENT( EV_Activate, idTarget_SetShaderParm::Event_Activate ) END_CLASS /* ================ idTarget_SetShaderParm::Event_Activate ================ */ void idTarget_SetShaderParm::Event_Activate( idEntity *activator ) { int i; idEntity * ent; float value; idVec3 color; int parmnum; // set the color on the targets if ( spawnArgs.GetVector( "_color", "1 1 1", color ) ) { for( i = 0; i < targets.Num(); i++ ) { ent = targets[ i ].GetEntity(); if ( ent ) { ent->SetColor( color[ 0 ], color[ 1 ], color[ 2 ] ); } } } // set any shader parms on the targets for( parmnum = 0; parmnum < MAX_ENTITY_SHADER_PARMS; parmnum++ ) { if ( spawnArgs.GetFloat( va( "shaderParm%d", parmnum ), "0", value ) ) { for( i = 0; i < targets.Num(); i++ ) { ent = targets[ i ].GetEntity(); if ( ent ) { ent->SetShaderParm( parmnum, value ); } } if (spawnArgs.GetBool("toggle") && (value == 0 || value == 1)) { int val = value; val ^= 1; value = val; spawnArgs.SetFloat(va("shaderParm%d", parmnum), value); } } } } /* =============================================================================== idTarget_SetShaderTime =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_SetShaderTime ) EVENT( EV_Activate, idTarget_SetShaderTime::Event_Activate ) END_CLASS /* ================ idTarget_SetShaderTime::Event_Activate ================ */ void idTarget_SetShaderTime::Event_Activate( idEntity *activator ) { int i; idEntity * ent; float time; time = -MS2SEC( gameLocal.time ); for( i = 0; i < targets.Num(); i++ ) { ent = targets[ i ].GetEntity(); if ( ent ) { ent->SetShaderParm( SHADERPARM_TIMEOFFSET, time ); if ( ent->IsType( idLight::Type ) ) { static_cast(ent)->SetLightParm( SHADERPARM_TIMEOFFSET, time ); } } } } /* =============================================================================== idTarget_FadeEntity =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_FadeEntity ) EVENT( EV_Activate, idTarget_FadeEntity::Event_Activate ) END_CLASS /* ================ idTarget_FadeEntity::idTarget_FadeEntity ================ */ idTarget_FadeEntity::idTarget_FadeEntity( void ) { fadeFrom.Zero(); fadeStart = 0; fadeEnd = 0; } /* ================ idTarget_FadeEntity::Save ================ */ void idTarget_FadeEntity::Save( idSaveGame *savefile ) const { savefile->WriteVec4( fadeFrom ); savefile->WriteInt( fadeStart ); savefile->WriteInt( fadeEnd ); } /* ================ idTarget_FadeEntity::Restore ================ */ void idTarget_FadeEntity::Restore( idRestoreGame *savefile ) { savefile->ReadVec4( fadeFrom ); savefile->ReadInt( fadeStart ); savefile->ReadInt( fadeEnd ); } /* ================ idTarget_FadeEntity::Event_Activate ================ */ void idTarget_FadeEntity::Event_Activate( idEntity *activator ) { idEntity *ent; int i; if ( !targets.Num() ) { return; } // always allow during cinematics cinematic = true; BecomeActive( TH_THINK ); ent = this; for( i = 0; i < targets.Num(); i++ ) { ent = targets[ i ].GetEntity(); if ( ent ) { ent->GetColor( fadeFrom ); break; } } fadeStart = gameLocal.time; fadeEnd = gameLocal.time + SEC2MS( spawnArgs.GetFloat( "fadetime" ) ); } /* ================ idTarget_FadeEntity::Think ================ */ void idTarget_FadeEntity::Think( void ) { int i; idEntity *ent; idVec4 color; idVec4 fadeTo; float frac; if ( thinkFlags & TH_THINK ) { GetColor( fadeTo ); if ( gameLocal.time >= fadeEnd ) { color = fadeTo; BecomeInactive( TH_THINK ); } else { frac = ( float )( gameLocal.time - fadeStart ) / ( float )( fadeEnd - fadeStart ); color.Lerp( fadeFrom, fadeTo, frac ); } // set the color on the targets for( i = 0; i < targets.Num(); i++ ) { ent = targets[ i ].GetEntity(); if ( ent ) { ent->SetColor( color ); } } } else { BecomeInactive( TH_ALL ); } } /* =============================================================================== idTarget_LightFadeIn =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_LightFadeIn ) EVENT( EV_Activate, idTarget_LightFadeIn::Event_Activate ) END_CLASS /* ================ idTarget_LightFadeIn::Event_Activate ================ */ void idTarget_LightFadeIn::Event_Activate( idEntity *activator ) { idEntity *ent; idLight *light; int i; float time; if ( !targets.Num() ) { return; } time = spawnArgs.GetFloat( "fadetime" ); ent = this; for( i = 0; i < targets.Num(); i++ ) { ent = targets[ i ].GetEntity(); if ( !ent ) { continue; } if ( ent->IsType( idLight::Type ) ) { light = static_cast( ent ); light->FadeIn( time ); } else { gameLocal.Printf( "'%s' targets non-light '%s'", name.c_str(), ent->GetName() ); } } } /* =============================================================================== idTarget_LightFadeOut =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_LightFadeOut ) EVENT( EV_Activate, idTarget_LightFadeOut::Event_Activate ) END_CLASS /* ================ idTarget_LightFadeOut::Event_Activate ================ */ void idTarget_LightFadeOut::Event_Activate( idEntity *activator ) { idEntity *ent; idLight *light; int i; float time; if ( !targets.Num() ) { return; } time = spawnArgs.GetFloat( "fadetime" ); ent = this; for( i = 0; i < targets.Num(); i++ ) { ent = targets[ i ].GetEntity(); if ( !ent ) { continue; } if ( ent->IsType( idLight::Type ) ) { light = static_cast( ent ); light->FadeOut( time ); } else { gameLocal.Printf( "'%s' targets non-light '%s'", name.c_str(), ent->GetName() ); } } } /* =============================================================================== idTarget_Give =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_Give ) EVENT( EV_Activate, idTarget_Give::Event_Activate ) END_CLASS /* ================ idTarget_Give::Spawn ================ */ void idTarget_Give::Spawn( void ) { if ( spawnArgs.GetBool( "onSpawn" ) ) { PostEventMS( &EV_Activate, 50 ); } } /* ================ idTarget_Give::Event_Activate ================ */ void idTarget_Give::Event_Activate( idEntity *activator ) { if ( spawnArgs.GetBool( "development" ) && developer.GetInteger() == 0 ) { return; } static int giveNum = 0; idPlayer *player = gameLocal.GetLocalPlayer(); if ( player ) { const idKeyValue *kv = spawnArgs.MatchPrefix( "item", NULL ); while ( kv ) { const idDict *dict = gameLocal.FindEntityDefDict( kv->GetValue(), false ); if ( dict ) { idDict d2; d2.Copy( *dict ); d2.Set( "name", va( "givenitem_%i", giveNum++ ) ); idEntity *ent = NULL; if ( gameLocal.SpawnEntityDef( d2, &ent ) && ent && ent->IsType( idItem::Type ) ) { idItem *item = static_cast(ent); item->GiveToPlayer( gameLocal.GetLocalPlayer() ); } } kv = spawnArgs.MatchPrefix( "item", kv ); } } } /* =============================================================================== idTarget_SetModel =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_SetModel ) EVENT( EV_Activate, idTarget_SetModel::Event_Activate ) END_CLASS /* ================ idTarget_SetModel::Spawn ================ */ void idTarget_SetModel::Spawn( void ) { const char *model; model = spawnArgs.GetString( "newmodel" ); if ( declManager->FindType( DECL_MODELDEF, model, false ) == NULL ) { // precache the render model renderModelManager->FindModel( model ); // precache .cm files only collisionModelManager->LoadModel( model, true ); } } /* ================ idTarget_SetModel::Event_Activate ================ */ void idTarget_SetModel::Event_Activate( idEntity *activator ) { for( int i = 0; i < targets.Num(); i++ ) { idEntity *ent = targets[ i ].GetEntity(); if ( ent ) { ent->SetModel( spawnArgs.GetString( "newmodel" ) ); } } } /* =============================================================================== idTarget_SetKeyVal =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_SetKeyVal ) EVENT( EV_Activate, idTarget_SetKeyVal::Event_Activate ) END_CLASS /* ================ idTarget_SetKeyVal::Event_Activate ================ */ void idTarget_SetKeyVal::Event_Activate( idEntity *activator ) { int i; idStr key, val; idEntity *ent; const idKeyValue *kv; int n; for( i = 0; i < targets.Num(); i++ ) { ent = targets[ i ].GetEntity(); if ( ent ) { kv = spawnArgs.MatchPrefix("keyval"); while ( kv ) { n = kv->GetValue().Find( ";" ); if ( n > 0 ) { key = kv->GetValue().Left( n ); val = kv->GetValue().Right( kv->GetValue().Length() - n - 1 ); ent->spawnArgs.Set( key, val ); for ( int j = 0; j < MAX_RENDERENTITY_GUI; j++ ) { if ( ent->GetRenderEntity()->gui[ j ] ) { if ( idStr::Icmpn( key, "gui_", 4 ) == 0 ) { ent->GetRenderEntity()->gui[ j ]->SetStateString( key, val ); ent->GetRenderEntity()->gui[ j ]->StateChanged( gameLocal.time ); } } } } kv = spawnArgs.MatchPrefix( "keyval", kv ); } ent->UpdateChangeableSpawnArgs( NULL ); ent->UpdateVisuals(); ent->Present(); } } } /* =============================================================================== idTarget_SetFov =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_SetFov ) EVENT( EV_Activate, idTarget_SetFov::Event_Activate ) END_CLASS /* ================ idTarget_SetFov::Save ================ */ void idTarget_SetFov::Save( idSaveGame *savefile ) const { savefile->WriteFloat( fovSetting.GetStartTime() ); savefile->WriteFloat( fovSetting.GetDuration() ); savefile->WriteFloat( fovSetting.GetStartValue() ); savefile->WriteFloat( fovSetting.GetEndValue() ); } /* ================ idTarget_SetFov::Restore ================ */ void idTarget_SetFov::Restore( idRestoreGame *savefile ) { float setting; savefile->ReadFloat( setting ); fovSetting.SetStartTime( setting ); savefile->ReadFloat( setting ); fovSetting.SetDuration( setting ); savefile->ReadFloat( setting ); fovSetting.SetStartValue( setting ); savefile->ReadFloat( setting ); fovSetting.SetEndValue( setting ); fovSetting.GetCurrentValue( gameLocal.time ); } /* ================ idTarget_SetFov::Event_Activate ================ */ void idTarget_SetFov::Event_Activate( idEntity *activator ) { // always allow during cinematics cinematic = true; idPlayer *player = gameLocal.GetLocalPlayer(); fovSetting.Init( gameLocal.time, SEC2MS( spawnArgs.GetFloat( "time" ) ), player ? player->DefaultFov() : g_fov.GetFloat(), spawnArgs.GetFloat( "fov" ) ); } /* =============================================================================== idTarget_CallObjectFunction =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_CallObjectFunction ) EVENT( EV_Activate, idTarget_CallObjectFunction::Event_Activate ) END_CLASS /* ================ idTarget_CallObjectFunction::Event_Activate ================ */ void idTarget_CallObjectFunction::Event_Activate( idEntity *activator ) { int i; idEntity *ent; const function_t *func; const char *funcName; idThread *thread; funcName = spawnArgs.GetString( "call" ); for( i = 0; i < targets.Num(); i++ ) { ent = targets[ i ].GetEntity(); if ( ent && ent->scriptObject.HasObject() ) { func = ent->scriptObject.GetFunction( funcName ); if ( !func ) { gameLocal.Error( "Function '%s' not found on entity '%s' for function call from '%s'", funcName, ent->name.c_str(), name.c_str() ); } if ( func->type->NumParameters() != 1 ) { gameLocal.Error( "Function '%s' on entity '%s' has the wrong number of parameters for function call from '%s'", funcName, ent->name.c_str(), name.c_str() ); } if ( !ent->scriptObject.GetTypeDef()->Inherits( func->type->GetParmType( 0 ) ) ) { gameLocal.Error( "Function '%s' on entity '%s' is the wrong type for function call from '%s'", funcName, ent->name.c_str(), name.c_str() ); } // create a thread and call the function thread = new idThread(); thread->CallFunction( ent, func, true ); thread->Start(); } } } /* =============================================================================== idTarget_EnableLevelWeapons =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_EnableLevelWeapons ) EVENT( EV_Activate, idTarget_EnableLevelWeapons::Event_Activate ) END_CLASS /* ================ idTarget_EnableLevelWeapons::Event_Activate ================ */ void idTarget_EnableLevelWeapons::Event_Activate( idEntity *activator ) { int i; const char *weap; gameLocal.world->spawnArgs.SetBool( "no_Weapons", spawnArgs.GetBool( "disable" ) ); if ( spawnArgs.GetBool( "disable" ) ) { for( i = 0; i < gameLocal.numClients; i++ ) { if ( gameLocal.entities[ i ] ) { gameLocal.entities[ i ]->ProcessEvent( &EV_Player_DisableWeapon ); } } } else { weap = spawnArgs.GetString( "weapon" ); for( i = 0; i < gameLocal.numClients; i++ ) { if ( gameLocal.entities[ i ] ) { gameLocal.entities[ i ]->ProcessEvent( &EV_Player_EnableWeapon ); if ( weap && weap[ 0 ] ) { gameLocal.entities[ i ]->PostEventSec( &EV_Player_SelectWeapon, 0.5f, weap ); } } } } } /* =============================================================================== idTarget_Tip HUMANHEAD pdm: rewritten =============================================================================== */ const idEventDef EV_CheckPos( "" ); CLASS_DECLARATION( idTarget, idTarget_Tip ) EVENT( EV_Activate, idTarget_Tip::Event_Activate ) EVENT( EV_CheckPos, idTarget_Tip::Event_CheckPlayerPos ) END_CLASS idTarget_Tip::idTarget_Tip() { bDisabled = false; } void idTarget_Tip::Spawn( void ) { } void idTarget_Tip::Save( idSaveGame *savefile ) const { savefile->WriteBool(bDisabled); } void idTarget_Tip::Restore( idRestoreGame *savefile ) { savefile->ReadBool(bDisabled); } void idTarget_Tip::Disable() { CancelEvents( &EV_CheckPos); if (!spawnArgs.GetBool("tip_repeatable")) { bDisabled = true; } } void idTarget_Tip::Event_Activate( idEntity *activator ) { idPlayer *player = gameLocal.GetLocalPlayer(); if( player ) { if (!g_tips.GetBool()) { player->HideTip(); return; } if( spawnArgs.GetBool( "tip_remove" ) ) { // Disable all targets for( int i = 0; i < targets.Num(); i++ ) { idEntity *target = targets[ i ].GetEntity(); if ( target && target->IsType(idTarget_Tip::Type) ) { static_cast(target)->Disable(); } } player->HideTip(); return; } if( bDisabled || player->IsTipVisible() ) { return; } // Determine key material to display idStr keyMaterial, key; bool keyWide = false; if ( !spawnArgs.GetString("mtr_override", "", keyMaterial) ) { const char *keyBinding = spawnArgs.GetString("tip_key", NULL); if (keyBinding) { gameLocal.GetTip(keyBinding, keyMaterial, key, keyWide); } } if (keyMaterial.Length()) { int xOffset = spawnArgs.GetInt("tipOffsetX"); int yOffset = spawnArgs.GetInt("tipOffsetY"); player->ShowTip( keyMaterial.c_str(), spawnArgs.GetString("text_tip"), key.c_str(), spawnArgs.GetString("mtr_top", NULL), keyWide, xOffset, yOffset ); PostEventMS( &EV_CheckPos, 1000 ); } } } void idTarget_Tip::Event_CheckPlayerPos( void ) { idPlayer *player = gameLocal.GetLocalPlayer(); if ( player ) { idVec3 v = player->GetOrigin() - GetOrigin(); if ( v.Length() > spawnArgs.GetFloat( "tip_distance" ) || !g_tips.GetBool() ) { player->HideTip(); } else { PostEventMS( &EV_CheckPos, 1000 ); } } } /* =============================================================================== idTarget_RemoveWeapons =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_RemoveWeapons ) EVENT( EV_Activate, idTarget_RemoveWeapons::Event_Activate ) END_CLASS /* ================ idTarget_RemoveWeapons::Event_Activate ================ */ void idTarget_RemoveWeapons::Event_Activate( idEntity *activator ) { for( int i = 0; i < gameLocal.numClients; i++ ) { if ( gameLocal.entities[ i ] ) { idPlayer *player = static_cast< idPlayer* >( gameLocal.entities[i] ); const idKeyValue *kv = spawnArgs.MatchPrefix( "weapon", NULL ); while ( kv ) { player->RemoveWeapon( kv->GetValue() ); kv = spawnArgs.MatchPrefix( "weapon", kv ); } player->SelectWeapon( player->weapon_fists, true ); } } } /* =============================================================================== idTarget_LevelTrigger =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_LevelTrigger ) EVENT( EV_Activate, idTarget_LevelTrigger::Event_Activate ) END_CLASS /* ================ idTarget_LevelTrigger::Event_Activate ================ */ void idTarget_LevelTrigger::Event_Activate( idEntity *activator ) { for( int i = 0; i < gameLocal.numClients; i++ ) { if ( gameLocal.entities[ i ] ) { idPlayer *player = static_cast< idPlayer* >( gameLocal.entities[i] ); player->SetLevelTrigger( spawnArgs.GetString( "levelName" ), spawnArgs.GetString( "triggerName" ) ); } } } /* =============================================================================== idTarget_EnableStamina =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_EnableStamina ) EVENT( EV_Activate, idTarget_EnableStamina::Event_Activate ) END_CLASS /* ================ idTarget_EnableStamina::Event_Activate ================ */ void idTarget_EnableStamina::Event_Activate( idEntity *activator ) { for( int i = 0; i < gameLocal.numClients; i++ ) { if ( gameLocal.entities[ i ] ) { idPlayer *player = static_cast< idPlayer* >( gameLocal.entities[i] ); if ( spawnArgs.GetBool( "enable" ) ) { pm_stamina.SetFloat( player->spawnArgs.GetFloat( "pm_stamina" ) ); } else { pm_stamina.SetFloat( 0.0f ); } } } } /* =============================================================================== idTarget_FadeSoundClass =============================================================================== */ const idEventDef EV_RestoreVolume( "" ); CLASS_DECLARATION( idTarget, idTarget_FadeSoundClass ) EVENT( EV_Activate, idTarget_FadeSoundClass::Event_Activate ) EVENT( EV_RestoreVolume, idTarget_FadeSoundClass::Event_RestoreVolume ) END_CLASS /* ================ idTarget_FadeSoundClass::Event_Activate ================ */ void idTarget_FadeSoundClass::Event_Activate( idEntity *activator ) { float fadeTime = spawnArgs.GetFloat( "fadeTime" ); float fadeDB = spawnArgs.GetFloat( "fadeDB" ); float fadeDuration = spawnArgs.GetFloat( "fadeDuration" ); int fadeClass = spawnArgs.GetInt( "fadeClass" ); // start any sound fading now if ( fadeTime >= 0 ) { // HUMANHEAD rdr - was if ( fadeTime ), changed to allow 0 for instant fade gameSoundWorld->FadeSoundClasses( fadeClass, spawnArgs.GetBool( "fadeIn" ) ? fadeDB : 0.0f - fadeDB, fadeTime ); if ( fadeDuration ) { PostEventSec( &EV_RestoreVolume, fadeDuration ); } } } /* ================ idTarget_FadeSoundClass::Event_RestoreVolume ================ */ void idTarget_FadeSoundClass::Event_RestoreVolume() { float restoreTime = spawnArgs.GetFloat( "restoreTime" ); // HUMANHEAD rdr - added to allow different restoreTime int fadeClass = spawnArgs.GetInt( "fadeClass" ); // restore volume gameSoundWorld->FadeSoundClasses( fadeClass, 0, restoreTime ); // HUMANHEAD rdr - changed from ->FadeSoundClasses( 0, fadeDB, fadeTime ); }