nuclide/src/gs-entbase/shared/trigger_gravity.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.
*/
/*QUAKED trigger_gravity (0 .5 .8) ?
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
{
float m_flGravity;
void(void) trigger_gravity;
#ifdef SERVER
virtual void(float) Save;
virtual void(string, string) Restore;
#endif
virtual void(string, string) SpawnKey;
virtual void(void) Spawned;
virtual void(void) Respawn;
virtual void(entity) Touch;
};
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;
}