nuclide/src/gs-entbase/server/player_loadsaved.qc

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/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* 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 player_loadsaved (1 0 0) (-8 -8 -8) (8 8 8)
This trigger reloads the last autosaved game with a custom message.
This is commonly used when a mission objective has failed.
-------- KEYS --------
"targetname" : Name
"message" : Message to display
"messagetime" : Message lifetime (not implemented)
"loadtime" : Time until we load the last autosave
"duration" : Fade effect total duration
"holdtime" : Fade effect hold time
"rendercolor" : Fade effect color vector (RGB255)
"renderamt" : Fade effect alpha value
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/
class player_loadsaved:NSRenderableEntity // for the rendercolor values
{
string m_strMessage;
float m_flLoadTime;
float m_flFadeDuration;
float m_flFadeHold;
void(void) player_loadsaved;
virtual void(entity, int) Trigger;
virtual void(void) ReloadSave;
virtual void(string, string) SpawnKey;
};
void
player_loadsaved::ReloadSave(void)
{
localcmd("load autosave\n");
}
void
player_loadsaved::Trigger(entity act, int unused)
{
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EV_FADE);
#ifdef GS_RENDERFX
WriteFloat(MSG_MULTICAST, m_vecRenderColor[0]);
WriteFloat(MSG_MULTICAST, m_vecRenderColor[1]);
WriteFloat(MSG_MULTICAST, m_vecRenderColor[2]);
WriteFloat(MSG_MULTICAST, m_flRenderAmt);
#else
WriteFloat(MSG_MULTICAST, colormod[0]);
WriteFloat(MSG_MULTICAST, colormod[1]);
WriteFloat(MSG_MULTICAST, colormod[2]);
WriteFloat(MSG_MULTICAST, alpha);
#endif
WriteFloat(MSG_MULTICAST, m_flFadeDuration);
WriteFloat(MSG_MULTICAST, m_flFadeHold);
WriteByte(MSG_MULTICAST, 0);
msg_entity = world;
multicast([0,0,0], MULTICAST_ALL);
env_message_single(act, m_strMessage);
think = ReloadSave;
nextthink = time + m_flLoadTime;
}
void
player_loadsaved::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "duration":
m_flFadeDuration = stof(strValue);
break;
case "holdtime":
m_flFadeHold = stof(strValue);
break;
case "message":
m_strMessage = strValue;
break;
case "loadtime":
m_flLoadTime = stof(strValue);
break;
default:
super::SpawnKey(strKey, strValue);
}
}
void
player_loadsaved::player_loadsaved(void)
{
super::NSRenderableEntity();
}