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Dec 7th, 2019
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  1. void() teleporttrain_calcmove;
  2. void() teleporttrain_next =
  3. {
  4. setorigin(self, self.enemy.origin);
  5.  
  6. if (!self.target)
  7. {
  8. self.enemy = world;
  9. return;
  10. }
  11. self.enemy = find(world, targetname, self.target);
  12. if (self.enemy.classname == "path_corner")
  13. {
  14. vector dir = normalize(self.enemy.origin - self.origin);
  15. self.velocity = dir * self.speed;
  16. self.target = self.enemy.target;
  17. }
  18. else
  19. {
  20. objerror("unable to find target\n");
  21. remove(self);
  22. }
  23. teleporttrain_calcmove();
  24. };
  25. /*void() teleporttrain_move =
  26. {
  27. if (!self.enemy)
  28. {
  29. self.velocity = '0 0 0';
  30. self.think = SUB_Null;
  31. return;
  32. }
  33.  
  34. if (vlen(self.origin - self.enemy.origin) < self.size_x)
  35. teleporttrain_next();
  36.  
  37. self.think = teleporttrain_move;
  38. self.nextthink = time + 0.1;
  39. };*/
  40. void() teleporttrain_calcmove =
  41. {
  42. local float len;
  43. local vector delta;
  44. local float spd;
  45.  
  46. delta = self.enemy.origin - self.origin;
  47. len = vlen(delta);
  48. spd = vlen(self.velocity);
  49. self.nextthink = time + (len / spd);
  50. self.think = teleporttrain_next;
  51. };
  52. void() teleporttrain_use =
  53. {
  54. if (self.velocity == '0 0 0')
  55. {
  56. teleporttrain_next();
  57. }
  58.  
  59. };
  60. void() teleporttrain_find =
  61. {
  62. // always start positioned on the first path_corner
  63. self.enemy = find(world, targetname, self.target);
  64. if (self.enemy.classname == "path_corner")
  65. {
  66. setorigin (self, self.enemy.origin);
  67. self.target = self.enemy.target;
  68. }
  69. else
  70. {
  71. objerror("unable to find target\n");
  72. remove(self);
  73. return;
  74. }
  75.  
  76. // not triggered, so start immediately
  77. if (!self.targetname)
  78. {
  79. teleporttrain_calcmove();
  80. //self.think = teleporttrain_move;
  81. //self.nextthink = time + 0.1;
  82. }
  83. else
  84. {
  85. self.use = teleporttrain_use;
  86. }
  87. };
  88. /*QUAKED misc_teleporttrain (.5 .5 .5) (-16 -16 -16) (16 16 16) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM
  89. { model("progs/teleport.mdl"); }
  90.  
  91. Teleporter target for final boss level. Must target a series of 'path_corner' entities.
  92. It will position itself on its first target at map load.
  93. If a targetname is set, it must be triggered to start moving, otherwise it will start automatically.
  94. */
  95. void() misc_teleporttrain =
  96. {
  97. if (!self.target)
  98. {
  99. objerror ("no target");
  100. remove(self);
  101. return;
  102. }
  103. if (self.speed <= 0)
  104. self.speed = 100;
  105.  
  106. self.solid = SOLID_NOT;
  107. self.movetype = MOVETYPE_FLY;
  108. precache_model ("progs/teleport.mdl");
  109. setmodel (self, "progs/teleport.mdl");
  110. setsize (self, '-16 -16 -16', '16 16 16');
  111.  
  112. //Causes the ball to spin around like it was originally intended to.
  113. self.avelocity = '40 80 120';
  114. //self.avelocity = '100 200 300';
  115.  
  116. self.think = teleporttrain_find;
  117. self.nextthink = time + 0.1;
  118. };
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