88 lines
2.2 KiB
Plaintext
88 lines
2.2 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_playerfreeze (1 0 0) (-8 -8 -8) (8 8 8)
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# OVERVIEW
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Trigger that freezes all clients, until it is triggered again.
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Freezing a player means they're unable to move, they can still look around.
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# KEYS
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- "targetname" : Name
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- "killtarget" : Target to kill when triggered.
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# NOTES
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Ideas: Add ability to supress looking around, firing weapons, using items
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and so on.
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# TRIVIA
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This entity was introduced in Opposing Force (1999).
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*/
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class
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trigger_playerfreeze:NSBrushTrigger
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{
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public:
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void trigger_playerfreeze(void);
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virtual void Respawn(void);
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virtual void Trigger(entity, triggermode_t);
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virtual void customphysics(void);
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};
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void
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trigger_playerfreeze::trigger_playerfreeze(void)
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{
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}
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void
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trigger_playerfreeze::Respawn(void)
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{
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m_iValue = 0;
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}
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void
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trigger_playerfreeze::Trigger(entity act, triggermode_t state)
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{
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if (GetMaster() == FALSE)
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return;
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m_iValue = 1 - m_iValue;
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if (m_iValue == 0) {
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dprint("^2trigger_playerfreeze::^3Trigger^7: " \
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"Unfreezing clients\n");
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/* force unfreeze */
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for (entity f = world; (f = find(f, ::classname, "player"));) {
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f.flags &= ~FL_FROZEN;
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}
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} else {
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dprint("^2trigger_playerfreeze::^3Trigger^7: " \
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"Freezing clients\n");
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}
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}
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void
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trigger_playerfreeze::customphysics(void)
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{
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if (m_iValue == 0)
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return;
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/* some games might unset this flag every single frame */
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for (entity f = world; (f = find(f, ::classname, "player"));) {
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f.flags |= FL_FROZEN;
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}
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}
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