119 lines
2.6 KiB
Plaintext
119 lines
2.6 KiB
Plaintext
/*
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* Copyright (c) 2016-2022 Vera Visions LLC.
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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 trigger_gravity (0 .5 .8) ?
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Volume that will, when an entity enters it, permanently alters how it
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experiences gravity.
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-------- KEYS --------
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"targetname" : Name
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"gravity" : Gravity multiplier.
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-------- NOTES --------
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Entities leaving the volume will NOT lose the gravity modifier.
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If you don't desire this behaviour, then make sure a trigger_gravity with a
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modifier value of "1.0" surrounds the aforementioned volume so it can reset itself.
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Other than that gravity will naturally reset when the entity respawns.
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-------- TRIVIA --------
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This entity was introduced in Quake II (1997).
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*/
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class trigger_gravity:NSBrushTrigger
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{
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float m_flGravity;
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void(void) trigger_gravity;
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#ifdef SERVER
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virtual void(float) Save;
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virtual void(string, string) Restore;
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#endif
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virtual void(string, string) SpawnKey;
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virtual void(void) Spawned;
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virtual void(void) Respawn;
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virtual void(entity) Touch;
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};
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void
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trigger_gravity::trigger_gravity(void)
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{
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m_flGravity = 1.0;
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}
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#ifdef SERVER
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void
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trigger_gravity::Save(float handle)
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{
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super::Save(handle);
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SaveFloat(handle, "m_flGravity", m_flGravity);
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}
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void
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trigger_gravity::Restore(string strKey, string strValue)
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{
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switch (strKey) {
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case "m_flGravity":
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m_flGravity = ReadFloat(strValue);
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break;
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default:
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super::Restore(strKey, strValue);
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}
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}
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#endif
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void
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trigger_gravity::SpawnKey(string strField, string strKey)
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{
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switch (strField) {
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case "gravity":
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m_flGravity = stof(strKey);
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break;
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default:
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super::SpawnKey(strField, strKey);
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}
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}
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void
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trigger_gravity::Spawned(void)
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{
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super::Spawned();
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#ifdef CLIENT
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Respawn();
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#endif
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}
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void
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trigger_gravity::Respawn(void)
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{
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#ifdef CLIENT
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setmodel(this, model);
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movetype = MOVETYPE_NONE;
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solid = SOLID_BSPTRIGGER;
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#else
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InitBrushTrigger();
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SetModel(GetSpawnModel());
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SetSolid(SOLID_BSPTRIGGER);
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#endif
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}
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void
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trigger_gravity::Touch(entity eToucher)
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{
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eToucher.gravity = m_flGravity;
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}
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