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-rw-r--r--source/baseq2/g_target.c809
1 files changed, 809 insertions, 0 deletions
diff --git a/source/baseq2/g_target.c b/source/baseq2/g_target.c
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index 0000000..03a2264
--- /dev/null
+++ b/source/baseq2/g_target.c
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+/*
+Copyright (C) 1997-2001 Id Software, Inc.
+
+This program is free software; you can redistribute it and/or
+modify it under the terms of the GNU General Public License
+as published by the Free Software Foundation; either version 2
+of the License, or (at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+
+See the GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program; if not, write to the Free Software
+Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+
+*/
+#include "g_local.h"
+
+/*QUAKED target_temp_entity (1 0 0) (-8 -8 -8) (8 8 8)
+Fire an origin based temp entity event to the clients.
+"style" type byte
+*/
+void Use_Target_Tent (edict_t *ent, edict_t *other, edict_t *activator)
+{
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (ent->style);
+ gi.WritePosition (ent->s.origin);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+}
+
+void SP_target_temp_entity (edict_t *ent)
+{
+ ent->use = Use_Target_Tent;
+}
+
+
+//==========================================================
+
+//==========================================================
+
+/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off reliable
+"noise" wav file to play
+"attenuation"
+-1 = none, send to whole level
+1 = normal fighting sounds
+2 = idle sound level
+3 = ambient sound level
+"volume" 0.0 to 1.0
+
+Normal sounds play each time the target is used. The reliable flag can be set for crucial voiceovers.
+
+Looped sounds are always atten 3 / vol 1, and the use function toggles it on/off.
+Multiple identical looping sounds will just increase volume without any speed cost.
+*/
+void Use_Target_Speaker (edict_t *ent, edict_t *other, edict_t *activator)
+{
+ int chan;
+
+ if (ent->spawnflags & 3)
+ { // looping sound toggles
+ if (ent->s.sound)
+ ent->s.sound = 0; // turn it off
+ else
+ ent->s.sound = ent->noise_index; // start it
+ }
+ else
+ { // normal sound
+ if (ent->spawnflags & 4)
+ chan = CHAN_VOICE|CHAN_RELIABLE;
+ else
+ chan = CHAN_VOICE;
+ // use a positioned_sound, because this entity won't normally be
+ // sent to any clients because it is invisible
+ gi.positioned_sound (ent->s.origin, ent, chan, ent->noise_index, ent->volume, ent->attenuation, 0);
+ }
+}
+
+void SP_target_speaker (edict_t *ent)
+{
+ char buffer[MAX_QPATH];
+
+ if(!st.noise)
+ {
+ gi.dprintf("target_speaker with no noise set at %s\n", vtos(ent->s.origin));
+ return;
+ }
+ if (!strstr (st.noise, ".wav"))
+ Q_snprintf (buffer, sizeof(buffer), "%s.wav", st.noise);
+ else
+ strncpy (buffer, st.noise, sizeof(buffer));
+ ent->noise_index = gi.soundindex (buffer);
+
+ if (!ent->volume)
+ ent->volume = 1.0;
+
+ if (!ent->attenuation)
+ ent->attenuation = 1.0;
+ else if (ent->attenuation == -1) // use -1 so 0 defaults to 1
+ ent->attenuation = 0;
+
+ // check for prestarted looping sound
+ if (ent->spawnflags & 1)
+ ent->s.sound = ent->noise_index;
+
+ ent->use = Use_Target_Speaker;
+
+ // must link the entity so we get areas and clusters so
+ // the server can determine who to send updates to
+ gi.linkentity (ent);
+}
+
+
+//==========================================================
+
+void Use_Target_Help (edict_t *ent, edict_t *other, edict_t *activator)
+{
+ if (ent->spawnflags & 1)
+ strncpy (game.helpmessage1, ent->message, sizeof(game.helpmessage2)-1);
+ else
+ strncpy (game.helpmessage2, ent->message, sizeof(game.helpmessage1)-1);
+
+ game.helpchanged++;
+}
+
+/*QUAKED target_help (1 0 1) (-16 -16 -24) (16 16 24) help1
+When fired, the "message" key becomes the current personal computer string, and the message light will be set on all clients status bars.
+*/
+void SP_target_help(edict_t *ent)
+{
+ if (deathmatch->value)
+ { // auto-remove for deathmatch
+ G_FreeEdict (ent);
+ return;
+ }
+
+ if (!ent->message)
+ {
+ gi.dprintf ("%s with no message at %s\n", ent->classname, vtos(ent->s.origin));
+ G_FreeEdict (ent);
+ return;
+ }
+ ent->use = Use_Target_Help;
+}
+
+//==========================================================
+
+/*QUAKED target_secret (1 0 1) (-8 -8 -8) (8 8 8)
+Counts a secret found.
+These are single use targets.
+*/
+void use_target_secret (edict_t *ent, edict_t *other, edict_t *activator)
+{
+ gi.sound (ent, CHAN_VOICE, ent->noise_index, 1, ATTN_NORM, 0);
+
+ level.found_secrets++;
+
+ G_UseTargets (ent, activator);
+ G_FreeEdict (ent);
+}
+
+void SP_target_secret (edict_t *ent)
+{
+ if (deathmatch->value)
+ { // auto-remove for deathmatch
+ G_FreeEdict (ent);
+ return;
+ }
+
+ ent->use = use_target_secret;
+ if (!st.noise)
+ st.noise = "misc/secret.wav";
+ ent->noise_index = gi.soundindex (st.noise);
+ ent->svflags = SVF_NOCLIENT;
+ level.total_secrets++;
+ // map bug hack
+ if (!Q_stricmp(level.mapname, "mine3") && ent->s.origin[0] == 280 && ent->s.origin[1] == -2048 && ent->s.origin[2] == -624)
+ ent->message = "You have found a secret area.";
+}
+
+//==========================================================
+
+/*QUAKED target_goal (1 0 1) (-8 -8 -8) (8 8 8)
+Counts a goal completed.
+These are single use targets.
+*/
+void use_target_goal (edict_t *ent, edict_t *other, edict_t *activator)
+{
+ gi.sound (ent, CHAN_VOICE, ent->noise_index, 1, ATTN_NORM, 0);
+
+ level.found_goals++;
+
+ if (level.found_goals == level.total_goals)
+ gi.configstring (CS_CDTRACK, "0");
+
+ G_UseTargets (ent, activator);
+ G_FreeEdict (ent);
+}
+
+void SP_target_goal (edict_t *ent)
+{
+ if (deathmatch->value)
+ { // auto-remove for deathmatch
+ G_FreeEdict (ent);
+ return;
+ }
+
+ ent->use = use_target_goal;
+ if (!st.noise)
+ st.noise = "misc/secret.wav";
+ ent->noise_index = gi.soundindex (st.noise);
+ ent->svflags = SVF_NOCLIENT;
+ level.total_goals++;
+}
+
+//==========================================================
+
+
+/*QUAKED target_explosion (1 0 0) (-8 -8 -8) (8 8 8)
+Spawns an explosion temporary entity when used.
+
+"delay" wait this long before going off
+"dmg" how much radius damage should be done, defaults to 0
+*/
+void target_explosion_explode (edict_t *self)
+{
+ float save;
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_EXPLOSION1);
+ gi.WritePosition (self->s.origin);
+ gi.multicast (self->s.origin, MULTICAST_PHS);
+
+ T_RadiusDamage (self, self->activator, self->dmg, NULL, self->dmg+40, MOD_EXPLOSIVE);
+
+ save = self->delay;
+ self->delay = 0;
+ G_UseTargets (self, self->activator);
+ self->delay = save;
+}
+
+void use_target_explosion (edict_t *self, edict_t *other, edict_t *activator)
+{
+ self->activator = activator;
+
+ if (!self->delay)
+ {
+ target_explosion_explode (self);
+ return;
+ }
+
+ self->think = target_explosion_explode;
+ self->nextthink = level.time + self->delay;
+}
+
+void SP_target_explosion (edict_t *ent)
+{
+ ent->use = use_target_explosion;
+ ent->svflags = SVF_NOCLIENT;
+}
+
+
+//==========================================================
+
+/*QUAKED target_changelevel (1 0 0) (-8 -8 -8) (8 8 8)
+Changes level to "map" when fired
+*/
+void use_target_changelevel (edict_t *self, edict_t *other, edict_t *activator)
+{
+ if (level.intermissiontime)
+ return; // already activated
+
+ if (!deathmatch->value && !coop->value)
+ {
+ if (g_edicts[1].health <= 0)
+ return;
+ }
+
+ // if noexit, do a ton of damage to other
+ if (deathmatch->value && !( (int)dmflags->value & DF_ALLOW_EXIT) && other != world)
+ {
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 10 * other->max_health, 1000, 0, MOD_EXIT);
+ return;
+ }
+
+ // if multiplayer, let everyone know who hit the exit
+ if (deathmatch->value)
+ {
+ if (activator && activator->client)
+ gi.bprintf (PRINT_HIGH, "%s exited the level.\n", activator->client->pers.netname);
+ }
+
+ // if going to a new unit, clear cross triggers
+ if (strstr(self->map, "*"))
+ game.serverflags &= ~(SFL_CROSS_TRIGGER_MASK);
+
+ BeginIntermission (self);
+}
+
+void SP_target_changelevel (edict_t *ent)
+{
+ if (!ent->map)
+ {
+ gi.dprintf("target_changelevel with no map at %s\n", vtos(ent->s.origin));
+ G_FreeEdict (ent);
+ return;
+ }
+
+ // ugly hack because *SOMEBODY* screwed up their map
+ if((Q_stricmp(level.mapname, "fact1") == 0) && (Q_stricmp(ent->map, "fact3") == 0))
+ ent->map = "fact3$secret1";
+
+ ent->use = use_target_changelevel;
+ ent->svflags = SVF_NOCLIENT;
+}
+
+
+//==========================================================
+
+/*QUAKED target_splash (1 0 0) (-8 -8 -8) (8 8 8)
+Creates a particle splash effect when used.
+
+Set "sounds" to one of the following:
+ 1) sparks
+ 2) blue water
+ 3) brown water
+ 4) slime
+ 5) lava
+ 6) blood
+
+"count" how many pixels in the splash
+"dmg" if set, does a radius damage at this location when it splashes
+ useful for lava/sparks
+*/
+
+void use_target_splash (edict_t *self, edict_t *other, edict_t *activator)
+{
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_SPLASH);
+ gi.WriteByte (self->count);
+ gi.WritePosition (self->s.origin);
+ gi.WriteDir (self->movedir);
+ gi.WriteByte (self->sounds);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+
+ if (self->dmg)
+ T_RadiusDamage (self, activator, self->dmg, NULL, self->dmg+40, MOD_SPLASH);
+}
+
+void SP_target_splash (edict_t *self)
+{
+ self->use = use_target_splash;
+ G_SetMovedir (self->s.angles, self->movedir);
+
+ if (!self->count)
+ self->count = 32;
+
+ self->svflags = SVF_NOCLIENT;
+}
+
+
+//==========================================================
+
+/*QUAKED target_spawner (1 0 0) (-8 -8 -8) (8 8 8)
+Set target to the type of entity you want spawned.
+Useful for spawning monsters and gibs in the factory levels.
+
+For monsters:
+ Set direction to the facing you want it to have.
+
+For gibs:
+ Set direction if you want it moving and
+ speed how fast it should be moving otherwise it
+ will just be dropped
+*/
+void ED_CallSpawn (edict_t *ent);
+
+void use_target_spawner (edict_t *self, edict_t *other, edict_t *activator)
+{
+ edict_t *ent;
+
+ ent = G_Spawn();
+ ent->classname = self->target;
+ VectorCopy (self->s.origin, ent->s.origin);
+ VectorCopy (self->s.angles, ent->s.angles);
+ ED_CallSpawn (ent);
+ gi.unlinkentity (ent);
+ KillBox (ent);
+ gi.linkentity (ent);
+ if (self->speed)
+ VectorCopy (self->movedir, ent->velocity);
+}
+
+void SP_target_spawner (edict_t *self)
+{
+ self->use = use_target_spawner;
+ self->svflags = SVF_NOCLIENT;
+ if (self->speed)
+ {
+ G_SetMovedir (self->s.angles, self->movedir);
+ VectorScale (self->movedir, self->speed, self->movedir);
+ }
+}
+
+//==========================================================
+
+/*QUAKED target_blaster (1 0 0) (-8 -8 -8) (8 8 8) NOTRAIL NOEFFECTS
+Fires a blaster bolt in the set direction when triggered.
+
+dmg default is 15
+speed default is 1000
+*/
+
+void use_target_blaster (edict_t *self, edict_t *other, edict_t *activator)
+{
+ int effect;
+
+ if (self->spawnflags & 2)
+ effect = 0;
+ else if (self->spawnflags & 1)
+ effect = EF_HYPERBLASTER;
+ else
+ effect = EF_BLASTER;
+
+ fire_blaster (self, self->s.origin, self->movedir, self->dmg, self->speed, EF_BLASTER, MOD_TARGET_BLASTER);
+ gi.sound (self, CHAN_VOICE, self->noise_index, 1, ATTN_NORM, 0);
+}
+
+void SP_target_blaster (edict_t *self)
+{
+ self->use = use_target_blaster;
+ G_SetMovedir (self->s.angles, self->movedir);
+ self->noise_index = gi.soundindex ("weapons/laser2.wav");
+
+ if (!self->dmg)
+ self->dmg = 15;
+ if (!self->speed)
+ self->speed = 1000;
+
+ self->svflags = SVF_NOCLIENT;
+}
+
+
+//==========================================================
+
+/*QUAKED target_crosslevel_trigger (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
+Once this trigger is touched/used, any trigger_crosslevel_target with the same trigger number is automatically used when a level is started within the same unit. It is OK to check multiple triggers. Message, delay, target, and killtarget also work.
+*/
+void trigger_crosslevel_trigger_use (edict_t *self, edict_t *other, edict_t *activator)
+{
+ game.serverflags |= self->spawnflags;
+ G_FreeEdict (self);
+}
+
+void SP_target_crosslevel_trigger (edict_t *self)
+{
+ self->svflags = SVF_NOCLIENT;
+ self->use = trigger_crosslevel_trigger_use;
+}
+
+/*QUAKED target_crosslevel_target (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
+Triggered by a trigger_crosslevel elsewhere within a unit. If multiple triggers are checked, all must be qtrue. Delay, target and
+killtarget also work.
+
+"delay" delay before using targets if the trigger has been activated (default 1)
+*/
+void target_crosslevel_target_think (edict_t *self)
+{
+ if (self->spawnflags == (game.serverflags & SFL_CROSS_TRIGGER_MASK & self->spawnflags))
+ {
+ G_UseTargets (self, self);
+ G_FreeEdict (self);
+ }
+}
+
+void SP_target_crosslevel_target (edict_t *self)
+{
+ if (! self->delay)
+ self->delay = 1;
+ self->svflags = SVF_NOCLIENT;
+
+ self->think = target_crosslevel_target_think;
+ self->nextthink = level.time + self->delay;
+}
+
+//==========================================================
+
+/*QUAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON RED GREEN BLUE YELLOW ORANGE FAT
+When triggered, fires a laser. You can either set a target
+or a direction.
+*/
+
+void target_laser_think (edict_t *self)
+{
+ edict_t *ignore;
+ vec3_t start;
+ vec3_t end;
+ trace_t tr;
+ vec3_t point;
+ vec3_t last_movedir;
+ int count;
+
+ if (self->spawnflags & 0x80000000)
+ count = 8;
+ else
+ count = 4;
+
+ if (self->enemy)
+ {
+ VectorCopy (self->movedir, last_movedir);
+ VectorMA (self->enemy->absmin, 0.5, self->enemy->size, point);
+ VectorSubtract (point, self->s.origin, self->movedir);
+ VectorNormalize (self->movedir);
+ if (!VectorCompare(self->movedir, last_movedir))
+ self->spawnflags |= 0x80000000;
+ }
+
+ ignore = self;
+ VectorCopy (self->s.origin, start);
+ VectorMA (start, 2048, self->movedir, end);
+ while(1)
+ {
+ tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER);
+
+ if (!tr.ent)
+ break;
+
+ // hurt it if we can
+ if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER))
+ T_Damage (tr.ent, self, self->activator, self->movedir, tr.endpos, vec3_origin, self->dmg, 1, DAMAGE_ENERGY, MOD_TARGET_LASER);
+
+ // if we hit something that's not a monster or player or is immune to lasers, we're done
+ if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
+ {
+ if (self->spawnflags & 0x80000000)
+ {
+ self->spawnflags &= ~0x80000000;
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_LASER_SPARKS);
+ gi.WriteByte (count);
+ gi.WritePosition (tr.endpos);
+ gi.WriteDir (tr.plane.normal);
+ gi.WriteByte (self->s.skinnum);
+ gi.multicast (tr.endpos, MULTICAST_PVS);
+ }
+ break;
+ }
+
+ ignore = tr.ent;
+ VectorCopy (tr.endpos, start);
+ }
+
+ VectorCopy (tr.endpos, self->s.old_origin);
+
+ self->nextthink = level.time + FRAMETIME;
+}
+
+void target_laser_on (edict_t *self)
+{
+ if (!self->activator)
+ self->activator = self;
+ self->spawnflags |= 0x80000001;
+ self->svflags &= ~SVF_NOCLIENT;
+ target_laser_think (self);
+}
+
+void target_laser_off (edict_t *self)
+{
+ self->spawnflags &= ~1;
+ self->svflags |= SVF_NOCLIENT;
+ self->nextthink = 0;
+}
+
+void target_laser_use (edict_t *self, edict_t *other, edict_t *activator)
+{
+ self->activator = activator;
+ if (self->spawnflags & 1)
+ target_laser_off (self);
+ else
+ target_laser_on (self);
+}
+
+void target_laser_start (edict_t *self)
+{
+ edict_t *ent;
+
+ self->movetype = MOVETYPE_NONE;
+ self->solid = SOLID_NOT;
+ self->s.renderfx |= RF_BEAM|RF_TRANSLUCENT;
+ self->s.modelindex = 1; // must be non-zero
+
+ // set the beam diameter
+ if (self->spawnflags & 64)
+ self->s.frame = 16;
+ else
+ self->s.frame = 4;
+
+ // set the color
+ if (self->spawnflags & 2)
+ self->s.skinnum = 0xf2f2f0f0;
+ else if (self->spawnflags & 4)
+ self->s.skinnum = 0xd0d1d2d3;
+ else if (self->spawnflags & 8)
+ self->s.skinnum = 0xf3f3f1f1;
+ else if (self->spawnflags & 16)
+ self->s.skinnum = 0xdcdddedf;
+ else if (self->spawnflags & 32)
+ self->s.skinnum = 0xe0e1e2e3;
+
+ if (!self->enemy)
+ {
+ if (self->target)
+ {
+ ent = G_Find (NULL, FOFS(targetname), self->target);
+ if (!ent)
+ gi.dprintf ("%s at %s: %s is a bad target\n", self->classname, vtos(self->s.origin), self->target);
+ self->enemy = ent;
+ }
+ else
+ {
+ G_SetMovedir (self->s.angles, self->movedir);
+ }
+ }
+ self->use = target_laser_use;
+ self->think = target_laser_think;
+
+ if (!self->dmg)
+ self->dmg = 1;
+
+ VectorSet (self->mins, -8, -8, -8);
+ VectorSet (self->maxs, 8, 8, 8);
+ gi.linkentity (self);
+
+ if (self->spawnflags & 1)
+ target_laser_on (self);
+ else
+ target_laser_off (self);
+}
+
+void SP_target_laser (edict_t *self)
+{
+ // let everything else get spawned before we start firing
+ self->think = target_laser_start;
+ self->nextthink = level.time + 1;
+}
+
+//==========================================================
+
+/*QUAKED target_lightramp (0 .5 .8) (-8 -8 -8) (8 8 8) TOGGLE
+speed How many seconds the ramping will take
+message two letters; starting lightlevel and ending lightlevel
+*/
+
+void target_lightramp_think (edict_t *self)
+{
+ char style[2];
+
+ style[0] = 'a' + self->movedir[0] + (level.time - self->timestamp) / FRAMETIME * self->movedir[2];
+ style[1] = 0;
+ gi.configstring (CS_LIGHTS+self->enemy->style, style);
+
+ if ((level.time - self->timestamp) < self->speed)
+ {
+ self->nextthink = level.time + FRAMETIME;
+ }
+ else if (self->spawnflags & 1)
+ {
+ char temp;
+
+ temp = self->movedir[0];
+ self->movedir[0] = self->movedir[1];
+ self->movedir[1] = temp;
+ self->movedir[2] *= -1;
+ }
+}
+
+void target_lightramp_use (edict_t *self, edict_t *other, edict_t *activator)
+{
+ if (!self->enemy)
+ {
+ edict_t *e;
+
+ // check all the targets
+ e = NULL;
+ while (1)
+ {
+ e = G_Find (e, FOFS(targetname), self->target);
+ if (!e)
+ break;
+ if (strcmp(e->classname, "light") != 0)
+ {
+ gi.dprintf("%s at %s ", self->classname, vtos(self->s.origin));
+ gi.dprintf("target %s (%s at %s) is not a light\n", self->target, e->classname, vtos(e->s.origin));
+ }
+ else
+ {
+ self->enemy = e;
+ }
+ }
+
+ if (!self->enemy)
+ {
+ gi.dprintf("%s target %s not found at %s\n", self->classname, self->target, vtos(self->s.origin));
+ G_FreeEdict (self);
+ return;
+ }
+ }
+
+ self->timestamp = level.time;
+ target_lightramp_think (self);
+}
+
+void SP_target_lightramp (edict_t *self)
+{
+ if (!self->message || strlen(self->message) != 2 || self->message[0] < 'a' || self->message[0] > 'z' || self->message[1] < 'a' || self->message[1] > 'z' || self->message[0] == self->message[1])
+ {
+ gi.dprintf("target_lightramp has bad ramp (%s) at %s\n", self->message, vtos(self->s.origin));
+ G_FreeEdict (self);
+ return;
+ }
+
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ if (!self->target)
+ {
+ gi.dprintf("%s with no target at %s\n", self->classname, vtos(self->s.origin));
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->svflags |= SVF_NOCLIENT;
+ self->use = target_lightramp_use;
+ self->think = target_lightramp_think;
+
+ self->movedir[0] = self->message[0] - 'a';
+ self->movedir[1] = self->message[1] - 'a';
+ self->movedir[2] = (self->movedir[1] - self->movedir[0]) / (self->speed / FRAMETIME);
+}
+
+//==========================================================
+
+/*QUAKED target_earthquake (1 0 0) (-8 -8 -8) (8 8 8)
+When triggered, this initiates a level-wide earthquake.
+All players and monsters are affected.
+"speed" severity of the quake (default:200)
+"count" duration of the quake (default:5)
+*/
+
+void target_earthquake_think (edict_t *self)
+{
+ int i;
+ edict_t *e;
+
+ if (self->last_move_time < level.time)
+ {
+ gi.positioned_sound (self->s.origin, self, CHAN_AUTO, self->noise_index, 1.0, ATTN_NONE, 0);
+ self->last_move_time = level.time + 0.5;
+ }
+
+ for (i=1, e=g_edicts+i; i < globals.num_edicts; i++,e++)
+ {
+ if (!e->inuse)
+ continue;
+ if (!e->client)
+ continue;
+ if (!e->groundentity)
+ continue;
+
+ e->groundentity = NULL;
+ e->velocity[0] += crandom()* 150;
+ e->velocity[1] += crandom()* 150;
+ e->velocity[2] = self->speed * (100.0 / e->mass);
+ }
+
+ if (level.time < self->timestamp)
+ self->nextthink = level.time + FRAMETIME;
+}
+
+void target_earthquake_use (edict_t *self, edict_t *other, edict_t *activator)
+{
+ self->timestamp = level.time + self->count;
+ self->nextthink = level.time + FRAMETIME;
+ self->activator = activator;
+ self->last_move_time = 0;
+}
+
+void SP_target_earthquake (edict_t *self)
+{
+ if (!self->targetname)
+ gi.dprintf("untargeted %s at %s\n", self->classname, vtos(self->s.origin));
+
+ if (!self->count)
+ self->count = 5;
+
+ if (!self->speed)
+ self->speed = 200;
+
+ self->svflags |= SVF_NOCLIENT;
+ self->think = target_earthquake_think;
+ self->use = target_earthquake_use;
+
+ self->noise_index = gi.soundindex ("world/quake.wav");
+}