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324
rerelease/rogue/g_rogue_newtarg.cpp
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324
rerelease/rogue/g_rogue_newtarg.cpp
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// Copyright (c) ZeniMax Media Inc.
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// Licensed under the GNU General Public License 2.0.
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#include "../g_local.h"
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//==========================================================
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/*QUAKED target_steam (1 0 0) (-8 -8 -8) (8 8 8)
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Creates a steam effect (particles w/ velocity in a line).
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speed = velocity of particles (default 50)
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count = number of particles (default 32)
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sounds = color of particles (default 8 for steam)
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the color range is from this color to this color + 6
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wait = seconds to run before stopping (overrides default
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value derived from func_timer)
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best way to use this is to tie it to a func_timer that "pokes"
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it every second (or however long you set the wait time, above)
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note that the width of the base is proportional to the speed
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good colors to use:
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6-9 - varying whites (darker to brighter)
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224 - sparks
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176 - blue water
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80 - brown water
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208 - slime
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232 - blood
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*/
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USE(use_target_steam) (edict_t *self, edict_t *other, edict_t *activator) -> void
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{
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// FIXME - this needs to be a global
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static int nextid;
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vec3_t point;
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if (nextid > 20000)
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nextid = nextid % 20000;
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nextid++;
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// automagically set wait from func_timer unless they set it already, or
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// default to 1000 if not called by a func_timer (eek!)
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if (!self->wait)
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{
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if (other)
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self->wait = other->wait * 1000;
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else
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self->wait = 1000;
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}
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if (self->enemy)
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{
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point = (self->enemy->absmin + self->enemy->absmax) * 0.5f;
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self->movedir = point - self->s.origin;
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self->movedir.normalize();
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}
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point = self->s.origin + (self->movedir * (self->style * 0.5f));
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if (self->wait > 100)
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{
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gi.WriteByte(svc_temp_entity);
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gi.WriteByte(TE_STEAM);
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gi.WriteShort(nextid);
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gi.WriteByte(self->count);
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gi.WritePosition(self->s.origin);
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gi.WriteDir(self->movedir);
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gi.WriteByte(self->sounds & 0xff);
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gi.WriteShort((short int) (self->style));
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gi.WriteLong((int) (self->wait));
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gi.multicast(self->s.origin, MULTICAST_PVS, false);
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}
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else
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{
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gi.WriteByte(svc_temp_entity);
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gi.WriteByte(TE_STEAM);
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gi.WriteShort((short int) -1);
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gi.WriteByte(self->count);
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gi.WritePosition(self->s.origin);
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gi.WriteDir(self->movedir);
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gi.WriteByte(self->sounds & 0xff);
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gi.WriteShort((short int) (self->style));
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gi.multicast(self->s.origin, MULTICAST_PVS, false);
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}
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}
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THINK(target_steam_start) (edict_t *self) -> void
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{
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edict_t *ent;
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self->use = use_target_steam;
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if (self->target)
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{
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ent = G_FindByString<&edict_t::targetname>(nullptr, self->target);
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if (!ent)
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gi.Com_PrintFmt("{}: target {} not found\n", *self, self->target);
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self->enemy = ent;
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}
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else
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{
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G_SetMovedir(self->s.angles, self->movedir);
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}
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if (!self->count)
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self->count = 32;
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if (!self->style)
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self->style = 75;
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if (!self->sounds)
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self->sounds = 8;
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if (self->wait)
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self->wait *= 1000; // we want it in milliseconds, not seconds
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// paranoia is good
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self->sounds &= 0xff;
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self->count &= 0xff;
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self->svflags = SVF_NOCLIENT;
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gi.linkentity(self);
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}
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void SP_target_steam(edict_t *self)
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{
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self->style = (int) self->speed;
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if (self->target)
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{
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self->think = target_steam_start;
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self->nextthink = level.time + 1_sec;
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}
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else
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target_steam_start(self);
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}
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//==========================================================
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// target_anger
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//==========================================================
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USE(target_anger_use) (edict_t *self, edict_t *other, edict_t *activator) -> void
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{
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edict_t *target;
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edict_t *t;
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t = nullptr;
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target = G_FindByString<&edict_t::targetname>(t, self->killtarget);
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if (target && self->target)
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{
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// Make whatever a "good guy" so the monster will try to kill it!
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if (!(target->svflags & SVF_MONSTER))
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{
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target->monsterinfo.aiflags |= AI_GOOD_GUY | AI_DO_NOT_COUNT;
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target->svflags |= SVF_MONSTER;
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target->health = 300;
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}
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t = nullptr;
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while ((t = G_FindByString<&edict_t::targetname>(t, self->target)))
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{
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if (t == self)
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{
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gi.Com_Print("WARNING: entity used itself.\n");
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}
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else
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{
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if (t->use)
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{
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if (t->health <= 0)
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return;
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t->enemy = target;
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t->monsterinfo.aiflags |= AI_TARGET_ANGER;
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FoundTarget(t);
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}
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}
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if (!self->inuse)
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{
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gi.Com_Print("entity was removed while using targets\n");
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return;
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}
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}
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}
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}
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/*QUAKED target_anger (1 0 0) (-8 -8 -8) (8 8 8)
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This trigger will cause an entity to be angry at another entity when a player touches it. Target the
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entity you want to anger, and killtarget the entity you want it to be angry at.
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target - entity to piss off
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killtarget - entity to be pissed off at
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*/
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void SP_target_anger(edict_t *self)
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{
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if (!self->target)
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{
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gi.Com_Print("target_anger without target!\n");
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G_FreeEdict(self);
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return;
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}
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if (!self->killtarget)
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{
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gi.Com_Print("target_anger without killtarget!\n");
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G_FreeEdict(self);
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return;
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}
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self->use = target_anger_use;
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self->svflags = SVF_NOCLIENT;
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}
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// ***********************************
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// target_killplayers
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// ***********************************
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USE(target_killplayers_use) (edict_t *self, edict_t *other, edict_t *activator) -> void
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{
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level.deadly_kill_box = true;
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edict_t *ent, *player;
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// kill any visible monsters
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for (ent = g_edicts; ent < &g_edicts[globals.num_edicts]; ent++)
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{
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if (!ent->inuse)
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continue;
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if (ent->health < 1)
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continue;
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if (!ent->takedamage)
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continue;
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for (uint32_t i = 0; i < game.maxclients; i++)
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{
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player = &g_edicts[1 + i];
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if (!player->inuse)
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continue;
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if (gi.inPVS(player->s.origin, ent->s.origin, false))
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{
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T_Damage(ent, self, self, vec3_origin, ent->s.origin, vec3_origin,
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ent->health, 0, DAMAGE_NO_PROTECTION, MOD_TELEFRAG);
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break;
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}
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}
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}
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// kill the players
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for (uint32_t i = 0; i < game.maxclients; i++)
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{
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player = &g_edicts[1 + i];
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if (!player->inuse)
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continue;
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// nail it
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T_Damage(player, self, self, vec3_origin, self->s.origin, vec3_origin, 100000, 0, DAMAGE_NO_PROTECTION, MOD_TELEFRAG);
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}
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level.deadly_kill_box = false;
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}
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/*QUAKED target_killplayers (1 0 0) (-8 -8 -8) (8 8 8)
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When triggered, this will kill all the players on the map.
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*/
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void SP_target_killplayers(edict_t *self)
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{
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self->use = target_killplayers_use;
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self->svflags = SVF_NOCLIENT;
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}
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/*QUAKED target_blacklight (1 0 1) (-16 -16 -24) (16 16 24)
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Pulsing black light with sphere in the center
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*/
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THINK(blacklight_think) (edict_t *self) -> void
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{
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self->s.angles[0] += frandom(10);
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self->s.angles[1] += frandom(10);
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self->s.angles[2] += frandom(10);
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self->nextthink = level.time + FRAME_TIME_MS;
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}
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void SP_target_blacklight(edict_t *ent)
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{
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if (deathmatch->integer)
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{ // auto-remove for deathmatch
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G_FreeEdict(ent);
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return;
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}
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ent->mins = {};
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ent->maxs = {};
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ent->s.effects |= (EF_TRACKERTRAIL | EF_TRACKER);
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ent->think = blacklight_think;
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ent->s.modelindex = gi.modelindex("models/items/spawngro3/tris.md2");
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ent->s.scale = 6.f;
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ent->s.skinnum = 0;
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ent->nextthink = level.time + FRAME_TIME_MS;
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gi.linkentity(ent);
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}
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/*QUAKED target_orb (1 0 1) (-16 -16 -24) (16 16 24)
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Translucent pulsing orb with speckles
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*/
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void SP_target_orb(edict_t *ent)
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{
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if (deathmatch->integer)
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{ // auto-remove for deathmatch
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G_FreeEdict(ent);
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return;
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}
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ent->mins = {};
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ent->maxs = {};
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// ent->s.effects |= EF_TRACKERTRAIL;
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ent->think = blacklight_think;
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ent->nextthink = level.time + 10_hz;
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ent->s.skinnum = 1;
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ent->s.modelindex = gi.modelindex("models/items/spawngro3/tris.md2");
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ent->s.frame = 2;
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ent->s.scale = 8.f;
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ent->s.effects |= EF_SPHERETRANS;
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gi.linkentity(ent);
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}
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