nuclide/src/gs-entbase/shared/func_ladder.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 func_ladder (0 .5 .8) ?
# OVERVIEW
Ladder volume. Climb up ladders with this one simple brush.
# KEYS
- "targetname" : Name
# TRIVIA
This entity was introduced in Half-Life (1998).
*/
class
func_ladder:NSRenderableEntity
{
public:
void func_ladder(void);
virtual void Respawn(void);
#ifdef SERVER
virtual void Trigger(entity, triggermode_t);
#endif
};
#ifdef SERVER
void
func_ladder::Trigger(entity act, triggermode_t state)
{
switch (state) {
case TRIG_OFF:
SetFrame(0);
break;
case TRIG_ON:
SetFrame(1);
break;
default:
SetFrame(1 - frame);
}
}
#endif
void
func_ladder::Respawn(void)
{
/* func_ladder specifics */
SetMovetype(MOVETYPE_NONE);
SetSolid(SOLID_BSP);
SetSkin(CONTENT_LADDER);
SetModel(GetSpawnModel());
SetOrigin(GetSpawnOrigin());
SetFrame(0);
Hide();
}
void
func_ladder::func_ladder(void)
{
}