/* * Copyright (c) 2016-2022 Vera Visions LLC. * * Permission to use, copy, modify, and distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER * IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING * OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ /*!QUAKED func_ladder (0 .5 .8) ? # OVERVIEW Ladder volume. Climb up ladders with this one simple brush. # KEYS - "targetname" : Name # TRIVIA This entity was introduced in Half-Life (1998). */ class func_ladder:NSRenderableEntity { public: void func_ladder(void); virtual void Respawn(void); #ifdef SERVER virtual void Trigger(entity, triggermode_t); #endif }; #ifdef SERVER void func_ladder::Trigger(entity act, triggermode_t state) { switch (state) { case TRIG_OFF: SetFrame(0); break; case TRIG_ON: SetFrame(1); break; default: SetFrame(1 - frame); } } #endif void func_ladder::Respawn(void) { /* func_ladder specifics */ SetMovetype(MOVETYPE_NONE); SetSolid(SOLID_BSP); SetSkin(CONTENT_LADDER); SetModel(GetSpawnModel()); SetOrigin(GetSpawnOrigin()); SetFrame(0); Hide(); } void func_ladder::func_ladder(void) { }