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/*
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* Copyright (c) 2016-2022 Vera Visions LLC.
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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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2022-12-13 17:52:20 -08:00
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/*!QUAKED func_ladder (0 .5 .8) ?
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# OVERVIEW
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Ladder volume. Climb up ladders with this one simple brush.
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# KEYS
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- "targetname" : Name
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# TRIVIA
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This entity was introduced in Half-Life (1998).
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*/
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class
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func_ladder:NSRenderableEntity
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{
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public:
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void func_ladder(void);
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virtual void Respawn(void);
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#ifdef SERVER
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virtual void Trigger(entity, triggermode_t);
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#endif
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};
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#ifdef SERVER
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void
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func_ladder::Trigger(entity act, triggermode_t state)
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{
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switch (state) {
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case TRIG_OFF:
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SetFrame(0);
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break;
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case TRIG_ON:
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SetFrame(1);
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break;
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default:
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SetFrame(1 - frame);
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}
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}
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#endif
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void
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func_ladder::Respawn(void)
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{
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/* func_ladder specifics */
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SetMovetype(MOVETYPE_NONE);
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SetSolid(SOLID_BSP);
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SetSkin(CONTENT_LADDER);
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SetModel(GetSpawnModel());
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SetOrigin(GetSpawnOrigin());
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SetFrame(0);
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Hide();
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}
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void
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func_ladder::func_ladder(void)
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{
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}
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