/* * 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. */ /* ================= Event_ServerModelEvent Handles standard/fallback model events. This should never be called directly but instead be the default fallback for Game_ServerModelEvent. The 'self' global is the entity the model-event is being run on. ================= */ void Event_ServerModelEvent(float flTimeStamp, int iCode, string strData) { switch (iCode) { case 1003: for (entity f = world; (f = find(f, ::targetname, strData));) { NSEntity trigger = (NSEntity)f; if (trigger.Trigger != __NULL__) { trigger.Trigger(self, TRIG_TOGGLE); NSLog("^2%s^7::^3ModelEvent^7: " \ "Calling trigger '%s'\n", self.classname, strData); } } break; case 1004: break; default: NSLog("^3[SERVER]^7 Unknown model-event code " \ "%i with data %s\n", iCode, strData); break; } }