/* * 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 trigger_gravity (.5 .5 .5) ? # OVERVIEW Volume that will, when an entity enters it, permanently alters how it experiences gravity. # KEYS "targetname" : Name "gravity" : Gravity multiplier. # NOTES Entities leaving the volume will NOT lose the gravity modifier. If you don't desire this behaviour, then make sure a trigger_gravity with a modifier value of "1.0" surrounds the aforementioned volume so it can reset itself. Other than that gravity will naturally reset when the entity respawns. # TRIVIA This entity was introduced in Quake II (1997). */ class trigger_gravity:NSBrushTrigger { public: void trigger_gravity(void); #ifdef SERVER virtual void Save(float); virtual void Restore(string,string); #endif virtual void SpawnKey(string,string); virtual void Spawned(void); virtual void Respawn(void); virtual void Touch(entity); private: float m_flGravity; }; void trigger_gravity::trigger_gravity(void) { m_flGravity = 1.0; } #ifdef SERVER void trigger_gravity::Save(float handle) { super::Save(handle); SaveFloat(handle, "m_flGravity", m_flGravity); } void trigger_gravity::Restore(string strKey, string strValue) { switch (strKey) { case "m_flGravity": m_flGravity = ReadFloat(strValue); break; default: super::Restore(strKey, strValue); } } #endif void trigger_gravity::SpawnKey(string strField, string strKey) { switch (strField) { case "gravity": m_flGravity = stof(strKey); break; default: super::SpawnKey(strField, strKey); } } void trigger_gravity::Spawned(void) { super::Spawned(); #ifdef CLIENT Respawn(); #endif } void trigger_gravity::Respawn(void) { #ifdef CLIENT setmodel(this, model); movetype = MOVETYPE_NONE; solid = SOLID_BSPTRIGGER; #else InitBrushTrigger(); SetModel(GetSpawnModel()); SetSolid(SOLID_BSPTRIGGER); #endif } void trigger_gravity::Touch(entity eToucher) { eToucher.gravity = m_flGravity; }