shithub: qk1

ref: a0e7f7500b6b252fa15b28d0d0810a881e4766e2
dir: /qw/progs/buttons.qc/

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// button and multiple button

void() button_wait;
void() button_return;

void() button_wait =
{
	self.state = STATE_TOP;
	self.nextthink = self.ltime + self.wait;
	self.think = button_return;
	activator = self.enemy;
	SUB_UseTargets();
	self.frame = 1;			// use alternate textures
};

void() button_done =
{
	self.state = STATE_BOTTOM;
};

void() button_return =
{
	self.state = STATE_DOWN;
	SUB_CalcMove (self.pos1, self.speed, button_done);
	self.frame = 0;			// use normal textures
	if (self.health)
		self.takedamage = DAMAGE_YES;	// can be shot again
};


void() button_blocked =
{	// do nothing, just don't ome all the way back out
};


void() button_fire =
{
	if (self.state == STATE_UP || self.state == STATE_TOP)
		return;

	sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);

	self.state = STATE_UP;
	SUB_CalcMove (self.pos2, self.speed, button_wait);
};


void() button_use =
{
	self.enemy = activator;
	button_fire ();
};

void() button_touch =
{
	if (other.classname != "player")
		return;
	self.enemy = other;
	button_fire ();
};

void() button_killed =
{
	self.enemy = damage_attacker;
	self.health = self.max_health;
	self.takedamage = DAMAGE_NO;	// wil be reset upon return
	button_fire ();
};


/*QUAKED func_button (0 .5 .8) ?
When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.

"angle"		determines the opening direction
"target"	all entities with a matching targetname will be used
"speed"		override the default 40 speed
"wait"		override the default 1 second wait (-1 = never return)
"lip"		override the default 4 pixel lip remaining at end of move
"health"	if set, the button must be killed instead of touched
"sounds"
0) steam metal
1) wooden clunk
2) metallic click
3) in-out
*/
void() func_button =
{
local float		gtemp, ftemp;

	if (self.sounds == 0)
	{
		precache_sound ("buttons/airbut1.wav");
		self.noise = "buttons/airbut1.wav";
	}
	if (self.sounds == 1)
	{
		precache_sound ("buttons/switch21.wav");
		self.noise = "buttons/switch21.wav";
	}
	if (self.sounds == 2)
	{
		precache_sound ("buttons/switch02.wav");
		self.noise = "buttons/switch02.wav";
	}
	if (self.sounds == 3)
	{
		precache_sound ("buttons/switch04.wav");
		self.noise = "buttons/switch04.wav";
	}
	
	SetMovedir ();

	self.movetype = MOVETYPE_PUSH;
	self.solid = SOLID_BSP;
	setmodel (self, self.model);

	self.blocked = button_blocked;
	self.use = button_use;

	if (self.health)
	{
		self.max_health = self.health;
		self.th_die = button_killed;
		self.takedamage = DAMAGE_YES;
	}
	else
		self.touch = button_touch;

	if (!self.speed)
		self.speed = 40;
	if (!self.wait)
		self.wait = 1;
	if (!self.lip)
		self.lip = 4;

	self.state = STATE_BOTTOM;

	self.pos1 = self.origin;
	self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip);
};