{ // we can't just remove (self) here, because this is a touch function
// called wheil C code is looping through area links...
self.touch = SUB_Null;
self.nextthink = time + 0.1;
self.think = SUB_Remove;
}
};
void() multi_killed =
{
self.enemy = damage_attacker;
multi_trigger();
};
void() multi_use =
{
self.enemy = activator;
multi_trigger();
};
void() multi_touch =
{
if (other.classname != "player")
return;
// if the trigger has an angles field, check player's facing direction
if (self.movedir != '0 0 0')
{
makevectors (other.angles);
if (v_forward * self.movedir < 0)
return; // not facing the right way
}
self.enemy = other;
multi_trigger ();
};
/*QUAKED trigger_multiple (.5 .5 .5) ? notouch
Variable sized repeatable trigger. Must be targeted at one or more entities. If "health" is set, the trigger must be killed to activate each time.
If "delay" is set, the trigger waits some time after activating before firing.
"wait" : Seconds between triggerings. (.2 default)
If notouch is set, the trigger is only fired by other entities, not by touching.
NOTOUCH has been obsoleted by trigger_relay!
sounds
1) secret
2) beep beep
3) large switch
4)
set "message" to text string
*/
void() trigger_multiple =
{
if (self.sounds == 1)
{
precache_sound ("misc/secret.wav");
self.noise = "misc/secret.wav";
}
else if (self.sounds == 2)
{
precache_sound ("misc/talk.wav");
self.noise = "misc/talk.wav";
}
else if (self.sounds == 3)
{
precache_sound ("misc/trigger1.wav");
self.noise = "misc/trigger1.wav";
}
if (!self.wait)
self.wait = 0.2;
self.use = multi_use;
InitTrigger ();
if (self.health)
{
if (self.spawnflags & SPAWNFLAG_NOTOUCH)
objerror ("health and notouch don't make sense\n");
self.max_health = self.health;
self.th_die = multi_killed;
self.takedamage = DAMAGE_YES;
self.solid = SOLID_BBOX;
setorigin (self, self.origin); // make sure it links into the world
}
else
{
if ( !(self.spawnflags & SPAWNFLAG_NOTOUCH) )
{
self.touch = multi_touch;
}
}
};
/*QUAKED trigger_once (.5 .5 .5) ? notouch
Variable sized trigger. Triggers once, then removes itself. You must set the key "target" to the name of another object in the level that has a matching
"targetname". If "health" is set, the trigger must be killed to activate.
If notouch is set, the trigger is only fired by other entities, not by touching.
if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired.
if "angle" is set, the trigger will only fire when someone is facing the direction of the angle. Use "360" for an angle of 0.
Any object touching this will be transported to the corresponding info_teleport_destination entity. You must set the "target" field, and create an object with a "targetname" field that matches.
If the trigger_teleport has a targetname, it will only teleport entities when it has been fired.