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Initial commit of Update 3 QuakeC
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208
quakec_hipnotic/hipcount.qc
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208
quakec_hipnotic/hipcount.qc
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/* Copyright (C) 1996-2022 id Software LLC
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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See file, 'COPYING', for details.
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*/
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/* Counter QuickC program
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By Jim Dose' 9/13/96
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*/
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float COUNTER_TOGGLE = 1;
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float COUNTER_LOOP = 2;
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float COUNTER_STEP = 4;
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float COUNTER_RESET = 8;
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float COUNTER_RANDOM = 16;
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float COUNTER_FINISHCOUNT = 32;
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float COUNTER_START_ON = 64;
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void() counter_on_use;
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void() counter_off_use;
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void() counter_think =
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{
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self.cnt = self.cnt + 1;
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if ( self.spawnflags & COUNTER_RANDOM )
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{
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self.state = random() * self.count;
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self.state = floor( self.state ) + 1;
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}
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else
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{
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self.state = self.cnt;
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}
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activator = other;
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SUB_UseTargets();
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self.nextthink = time + self.wait;
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if ( self.spawnflags & COUNTER_STEP )
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{
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counter_on_use();
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}
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if ( self.cnt >= self.count )
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{
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self.cnt = 0;
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if ( ( self.aflag ) || !( self.spawnflags & COUNTER_LOOP ) )
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{
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if (self.spawnflags & COUNTER_TOGGLE)
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{
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counter_on_use();
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}
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else
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{
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remove (self);
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}
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}
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}
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};
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void() counter_on_use =
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{
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if ( ( self.cnt != 0 ) && ( self.spawnflags & COUNTER_FINISHCOUNT ) )
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{
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self.aflag = TRUE;
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return;
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}
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self.use = counter_off_use;
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self.think = SUB_Null;
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self.aflag = FALSE;
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};
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void() counter_off_use =
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{
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self.aflag = FALSE;
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if (self.spawnflags & COUNTER_TOGGLE)
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{
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self.use = counter_on_use;
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}
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else
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{
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self.use = SUB_Null;
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}
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if ( self.spawnflags & COUNTER_RESET )
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{
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self.cnt = 0;
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self.state = 0;
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}
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self.think = counter_think;
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if (self.delay)
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{
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self.nextthink = time + self.delay;
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}
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else
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{
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counter_think();
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}
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};
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float( entity counter ) counter_GetCount =
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{
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local float value;
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if ( counter.classname == "counter" )
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{
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return counter.state;
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}
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return 0;
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};
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/*QUAKED func_counter (0 0 0.5) (0 0 0) (32 32 32) TOGGLE LOOP STEP RESET RANDOM FINISHCOUNT START_ON
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TOGGLE causes the counter to switch between an on and off state
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each time the counter is triggered.
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LOOP causes the counter to repeat infinitly. The count resets to zero
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after reaching the value in "count".
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STEP causes the counter to only increment when triggered. Effectively,
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this turns the counter into a relay with counting abilities.
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RESET causes the counter to reset to 0 when restarted.
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RANDOM causes the counter to generate random values in the range 1 to "count"
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at the specified interval.
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FINISHCOUNT causes the counter to continue counting until it reaches "count"
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before shutting down even after being set to an off state.
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START_ON causes the counter to be on when the level starts.
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"count" specifies how many times to repeat the event. If LOOP is set,
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it specifies how high to count before reseting to zero. Default is 10.
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"wait" the length of time between each trigger event. Default is 1 second.
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"delay" how much time to wait before firing after being switched on.
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*/
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void() func_counter =
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{
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if ( !self.wait )
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{
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self.wait = 1;
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}
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self.count = floor( self.count );
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if ( self.count <= 0 )
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{
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self.count = 10;
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}
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self.cnt = 0;
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self.state = 0;
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self.classname = "counter";
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self.use = counter_off_use;
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self.think = SUB_Null;
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if ( self.spawnflags & COUNTER_START_ON )
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{
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self.think = counter_off_use;
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self.nextthink = time + 0.1;
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}
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};
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void() oncount_use =
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{
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if ( counter_GetCount( other ) == self.count )
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{
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activator = other;
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SUB_UseTargets();
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}
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};
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/*QUAKED func_oncount (0 0 0.5) (0 0 0) (16 16 16)
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Must be used as the target for func_counter. When the counter
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reaches the value set by count, func_oncount triggers its targets.
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"count" specifies the value to trigger on. Default is 1.
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"delay" how much time to wait before firing after being triggered.
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*/
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void() func_oncount =
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{
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self.count = floor( self.count );
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if ( self.count <= 0 )
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{
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self.count = 1;
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}
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self.classname = "oncount";
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self.use = oncount_use;
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self.think = SUB_Null;
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};
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