56 lines
1.4 KiB
Plaintext
56 lines
1.4 KiB
Plaintext
/*
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* Copyright (c) 2022 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED func_nogrenades (0 .5 .8) ?
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TEAM FORTRESS (1996) ENTITY
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Brush volume that when entered, will not allow you to deploy any grenades.
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-------- KEYS --------
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"targetname" Name
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*/
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class
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func_nogrenades:NSBrushTrigger
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{
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void(void) func_nogrenades;
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virtual void(void) Respawn;
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virtual void(entity) Touch;
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};
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void
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func_nogrenades::Touch(entity eToucher)
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{
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player pl = (player)eToucher;
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if (!(eToucher.flags & FL_CLIENT))
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return;
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pl.gflags |= GF_NOGRENADEZONE;
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}
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void
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func_nogrenades::Respawn(void)
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{
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InitBrushTrigger();
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}
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void
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func_nogrenades::func_nogrenades(void)
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{
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} |