nuclide/src/gs-entbase/server/func_wall_toggle.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.
*/
enumflags
{
FTW_STARTHIDDEN
};
/*!QUAKED func_wall_toggle (0 .5 .8) ? FTW_STARTHIDDEN
# OVERVIEW
Brush that can be hidden and reappear when triggered.
# KEYS
- "targetname" : Name
# SPAWNFLAGS
- FTW_STARTHIDDEN (1) : Start invisible upon spawning.
# TRIVIA
This entity was introduced in Half-Life (1998).
*/
class
func_wall_toggle:NSRenderableEntity
{
int m_oldmodelindex;
int m_iVisible;
public:
void func_wall_toggle(void);
virtual void Save(float);
virtual void Restore(string,string);
virtual void Respawn(void);
virtual void Trigger(entity, triggermode_t);
virtual void Input(entity,string,string);
};
void
func_wall_toggle::func_wall_toggle(void)
{
m_oldmodelindex = 0i;
m_iVisible = 0i;
}
void
func_wall_toggle::Save(float handle)
{
super::Save(handle);
SaveInt(handle, "m_oldmodelindex", m_oldmodelindex);
SaveInt(handle, "m_iVisible", m_iVisible);
}
void
func_wall_toggle::Restore(string strKey, string strValue)
{
switch (strKey) {
case "m_oldmodelindex":
m_oldmodelindex = ReadInt(strValue);
break;
case "m_iVisible":
m_iVisible = ReadInt(strValue);
break;
default:
super::Restore(strKey, strValue);
}
}
void
func_wall_toggle::Respawn(void)
{
SetMovetype(MOVETYPE_PUSH);
SetSolid(SOLID_BSP);
SetModel(GetSpawnModel());
SetOrigin(origin);
ClearAngles();
m_iVisible = 1;
m_oldmodelindex = modelindex;
if (HasSpawnFlags(FTW_STARTHIDDEN)) {
Trigger(this, TRIG_OFF);
}
}
void
func_wall_toggle::Trigger(entity act, triggermode_t state)
{
switch (state) {
case TRIG_OFF:
m_iVisible = 0;
break;
case TRIG_ON:
m_iVisible = 1;
break;
default:
m_iVisible = 1 - m_iVisible;
}
if (m_iVisible) {
SetSolid(SOLID_BSP);
SetModel(GetSpawnModel());
} else {
SetSolid(SOLID_NOT);
SetModelindex(0);
}
}
void
func_wall_toggle::Input(entity eAct, string strInput, string strData)
{
switch (strInput) {
case "Toggle":
Trigger(eAct, TRIG_TOGGLE);
break;
default:
super::Input(eAct, strInput, strData);
}
}