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spawn.qc
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184 lines (161 loc) · 3.29 KB
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void() spawner;
void() spawner_use;
void() spawner_think;
//=============
// SPAWN
//=============
void() spawner =
{
if(self.targetname)
{
self.use = spawner_use;
sprint(self, "Using targetname");
}
else
{
// SPAWN ADEQUATE ENEMY
self.think = spawner_think;
self.nextthink = time;
sprint(self, "Using delay");
}
};
// Used for spawns over time
void() spawner_think =
{
spawner_use();
self.nextthink = time + self.delay;
};
// Check the selected flag and spawn the right monster
void() spawner_use = {
local entity e;
if(self.flags == 0)
e = spawn_enforcer();
if(self.flags == 1)
e = spawn_knight();
if(self.flags == 2)
e =spawn_hknight();
if(self.flags == 3)
e = spawn_demon();
if(self.flags == 4)
e = spawn_ogre();
if(self.flags == 5)
e = spawn_wizard();
if(self.flags == 6)
e = spawn_shambler();
if(self.flags < 0 || self.flags > 6)
error("Invalid spawn monster flag");
// set general config
setorigin (e, self.origin);
e.think = walkmonster_start;
e.nextthink = time + 0.1;
play_teleport();
particle(self.origin, '0 0 1', 0, 20);
};
//=====================
// WAVE SPAWN
//=====================
void() wave_spawn_start;
void() wave_spawn_link;
void() wave_spawnpoint;
void() wave_spawn_loop;
void() wave_findlinks;
void() wave_spawn;
//==========*
// Entities |
//==========*
// Starting point for spawning the wave
void() wave_spawn_start =
{
self.delay = 0;
self.think = wave_spawn_loop;
self.nextthink = time + 1;
};
// These wave spawn must be triggered
void() wave_spawn_link =
{
self.use = wave_spawn_loop;
};
void() wave_spawnpoint =
{
self.use = spawner_use;
}
//===========*
// Functions |
//===========*
void() wave_spawn =
{
local entity e;
local entity t, stemp, otemp
local float i;
e = checkclient();
centerprint(e, self.message);
// search for entities using "killtarget"
// to be used as spawn point
t = world;
i = 1;
do
{
t = find (t, targetname, self.killtarget);
if (t)
{
stemp = self;
otemp = other;
self = t;
other = stemp;
if (self.use != SUB_Null)
{
if (self.use)
self.use ();
}
self = stemp;
other = otemp;
}
else {
i = 0;
}
} while (i);
// search for the linked wave spawn
self.think = wave_findlinks;
self.nextthink = time + 1;
};
// Keep checking for the end of the wave
void() wave_spawn_loop =
{
if(total_monsters == killed_monsters)
{
self.think = wave_spawn;
self.nextthink = time + 1 + self.delay;
}
else
{
self.think = wave_spawn_loop;
self.nextthink = time + 1;
}
};
void() wave_findlinks =
{
local entity t, stemp, otemp;
if (self.target)
{
t = world;
do
{
t = find (t, targetname, self.target);
if (!t)
{
return;
}
stemp = self;
otemp = other;
self = t;
other = stemp;
if (self.use != SUB_Null)
{
if (self.use)
self.use ();
}
self = stemp;
other = otemp;
} while ( 1 );
}
}