126 lines
2.7 KiB
Plaintext
126 lines
2.7 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 func_illusionary (0 .5 .8) ?
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# OVERVIEW
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Brush that lets light to pass through it and is non-solid.
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# KEYS
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- "targetname" : Name
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# NOTES
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On idTech 2 BSPs, it will change texture variants when triggered.
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# TRIVIA
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This entity was introduced in Quake (1996).
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*/
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class
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func_illusionary:NSRenderableEntity
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{
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public:
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void func_illusionary(void);
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#ifdef SERVER
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virtual void Respawn(void);
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virtual float SendEntity(entity,float);
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virtual void Trigger(entity, triggermode_t);
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#else
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virtual void Init(void);
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#endif
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};
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#ifdef SERVER
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/* we're overriding SendEntity so that we don't network func_illusionarys
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* without a targetname. They'll never experience gameplay changes
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* and therefore can be handled fully client-side */
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float
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func_illusionary::SendEntity(entity pvsent, float fl)
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{
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if ((GetRenderMode() != RM_NORMAL) || HasTargetname())
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return super::SendEntity(pvsent, fl);
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else
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return (0);
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}
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void
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func_illusionary::Trigger(entity act, triggermode_t state)
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{
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switch (state) {
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case TRIG_OFF:
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SetSkin(0);
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break;
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case TRIG_ON:
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SetSkin(1);
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break;
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default:
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SetSkin(1-skin);
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}
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}
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void
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func_illusionary::Respawn(void)
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{
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/* reset the visual parameters */
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super::Respawn();
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/* func_illusionary specifics */
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SetMovetype(MOVETYPE_NONE);
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SetSolid(SOLID_NOT);
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SetModel(GetSpawnModel());
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SetOrigin(GetSpawnOrigin());
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SetSkin(0);
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ClearAngles();
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// TODO: Add support for (skin) -1 = Empty, -7 = Volumetric light
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if (GetSkin() < 0) {
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SetSkin(0);
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}
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}
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#else
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void
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func_illusionary::Init(void)
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{
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super::Init();
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/* this entity is being controlled by the server, remove it */
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if ((GetRenderMode() != RM_NORMAL) || (targetname)) {
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Destroy();
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return;
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}
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precache_model(model);
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SetModel(model);
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SetOrigin(origin);
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SetAngles([0,0,0]);
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SetMovetype(MOVETYPE_NONE);
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SetSolid(SOLID_NOT);
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if (skin == -1 && m_iRenderMode == RM_TEXTURE)
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Hide();
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MakeStatic();
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}
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#endif
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void
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func_illusionary::func_illusionary(void)
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{
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#ifdef CLIENT
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isCSQC = true;
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#endif
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}
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