nuclide/src/server/modelevent.qc

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/*
* 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;
}
}