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DoomRTX/neo/prey/game/Target.cpp
T
2026-05-05 15:01:01 -07:00

1049 lines
25 KiB
C++

// 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<idLight *>(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<idLight *>( 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<idLight *>( 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<idItem*>(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( "<checkplayerpos>" );
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<idTarget_Tip*>(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( "<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 );
}