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class GameTarget {
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-
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- static void SP_target_crosslevel_trigger (SubgameEntity self ) {
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- self .svflags = Defines .SVF_NOCLIENT ;
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- self .use = trigger_crosslevel_trigger_use ;
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- }
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-
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- static void SP_target_crosslevel_target (SubgameEntity self , GameExportsImpl gameExports ) {
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- if (0 == self .delay )
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- self .delay = 1 ;
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- self .svflags = Defines .SVF_NOCLIENT ;
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-
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- self .think .action = target_crosslevel_target_think ;
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- self .think .nextTime = gameExports .level .time + self .delay ;
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- }
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-
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private static void target_laser_on (SubgameEntity self , GameExportsImpl gameExports ) {
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if (null == self .activator )
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self .activator = self ;
@@ -70,43 +55,6 @@ static void SP_target_laser(SubgameEntity self, GameExportsImpl gameExports) {
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self .think .nextTime = gameExports .level .time + 1 ;
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}
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- /**
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- * QUAKED target_crosslevel_trigger (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1
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- * trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8 Once this
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- * trigger is touched/used, any trigger_crosslevel_target with the same
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- * trigger number is automatically used when a level is started within the
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- * same unit. It is OK to check multiple triggers. Message, delay, target,
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- * and killtarget also work.
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- */
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- private static EntUseAdapter trigger_crosslevel_trigger_use = new EntUseAdapter () {
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- public String getID () { return "trigger_crosslevel_trigger_use" ; }
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- public void use (SubgameEntity self , SubgameEntity other , SubgameEntity activator , GameExportsImpl gameExports ) {
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- gameExports .game .serverflags |= self .spawnflags ;
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- gameExports .freeEntity (self );
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- }
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- };
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-
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- /**
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- * QUAKED target_crosslevel_target (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1
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- * trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8 Triggered
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- * by a trigger_crosslevel elsewhere within a unit. If multiple triggers are
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- * checked, all must be true. Delay, target and killtarget also work.
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- *
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- * "delay" delay before using targets if the trigger has been activated
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- * (default 1)
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- */
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- private static EntThinkAdapter target_crosslevel_target_think = new EntThinkAdapter () {
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- public String getID () { return "target_crosslevel_target_think" ; }
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- public boolean think (SubgameEntity self , GameExportsImpl gameExports ) {
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- if (self .spawnflags == (gameExports .game .serverflags
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- & Defines .SFL_CROSS_TRIGGER_MASK & self .spawnflags )) {
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- GameUtil .G_UseTargets (self , self , gameExports );
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- gameExports .freeEntity (self );
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- }
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- return true ;
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- }
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- };
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-
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/**
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* QUAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON RED GREEN BLUE
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* YELLOW ORANGE FAT When triggered, fires a laser. You can either set a
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