void target_voicescript_next(entity pl);
void target_voicescript_clear(entity pl);
+void SUB_DontUseTargets(entity this, entity actor, entity trigger);
+void SUB_UseTargets(entity this, entity actor, entity trigger);
+
void SUB_UseTargets_PreventReuse(entity this, entity actor, entity trigger);
void generic_setactive(entity this, int act);
#include <common/weapons/_all.qh>
#include "../common/mapobjects/subs.qh"
+#include <common/mapobjects/triggers.qh>
#include "../common/mapobjects/func/breakable.qh"
// Nexball
float g_nexball_meter_period;
-void SUB_DontUseTargets(entity this, entity actor, entity trigger);
-void SUB_UseTargets(entity this, entity actor, entity trigger);
-
.void(entity this) reset; // if set, an entity is reset using this
.void(entity this) reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
cvar_purechanges = strzone(cvar_purechanges);
}
-void detect_maptype()
-{
-#if 0
- vector o, v;
- float i;
-
- for (;;)
- {
- o = world.mins;
- o.x += random() * (world.maxs.x - world.mins.x);
- o.y += random() * (world.maxs.y - world.mins.y);
- o.z += random() * (world.maxs.z - world.mins.z);
-
- tracebox(o, STAT(PL_MIN), STAT(PL_MAX), o - '0 0 32768', MOVE_WORLDONLY, NULL);
- if(trace_fraction == 1)
- continue;
-
- v = trace_endpos;
-
- for(i = 0; i < 64; i += 4)
- {
- tracebox(o, '-1 -1 -1' * i, '1 1 1' * i, o - '0 0 32768', MOVE_WORLDONLY, NULL);
- if(trace_fraction == 1)
- continue;
- LOG_INFO(ftos(i), " -> ", vtos(trace_endpos));
- }
-
- break;
- }
-#endif
-}
-
entity randomseed;
bool RandomSeed_Send(entity this, entity to, int sf)
{
next_pingtime = time + 5;
- detect_maptype();
-
// set up information replies for clients and server to use
maplist_reply = strzone(getmaplist());
lsmaps_reply = strzone(getlsmaps());
if(w == WEP_Null.m_id)
return false;
- #if 0
- if(start_weapons & WepSet_FromWeapon(Weapons_from(w)))
- {
- // start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo)
- if(start_items & IT_UNLIMITED_WEAPON_AMMO)
- return false;
- if((Weapons_from(w)).ammo_type == RESOURCE_NONE)
- return false;
- }
- return true;
- #else
return (Weapons_from(w)).weaponthrowable;
- #endif
}
// toss current weapon