74 lines
2.0 KiB
Plaintext
74 lines
2.0 KiB
Plaintext
/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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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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/*QUAKED func_buyzone (0 .5 .8) ?
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"targetname" Name
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"target" Target when triggered.
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"killtarget" Target to kill when triggered.
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"team" Limits the buyzone to be used by set team.
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COUNTER-STRIKE (1999) ENTITY
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Buy zone.
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The buyzone is a brush volume that upon creation forces players of set team
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to buy weapons in its designated area.
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If this entity is not present, the game will automatically spawn buyzones
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around each player spawn, unless prevented using a setting inside the
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info_map_parameters entity.
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Info about automatically generated buyzones:
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If no func_buyzone exists, the game will create one buyzone volume with a total
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width of 256 units (radius thus being 128 units) on every player spawn point.
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Choices for 'team' include:
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0 = All teams
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1 = Terrorist
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2 = Counter-Terrorist
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*/
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class func_buyzone:CBaseTrigger
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{
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void(void) func_buyzone;
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virtual void(void) touch;
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virtual void(void) Respawn;
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};
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void
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func_buyzone::touch(void)
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{
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player pl = (player)other;
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if (!(other.flags & FL_CLIENT))
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return;
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if (team == 0 || team == pl.team)
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pl.gflags |= GF_BUYZONE;
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}
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void
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func_buyzone::Respawn(void)
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{
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InitBrushTrigger();
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}
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void
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func_buyzone::func_buyzone(void)
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{
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CBaseTrigger::CBaseTrigger();
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InitBrushTrigger();
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}
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