nuclide/src/gs-entbase/server/func_brush.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_brush (0 .5 .8) ?
Combination of func_illusionary, func_wall, func_wall_toggle.
When triggered, it'll become invisible and lose its collision.
-------- KEYS --------
"targetname" : Name
"Solidity" : Mode for choosing solidity. 0 : Toggle, 1 : Never, 2 : Always.
"StartDisabled" : Will make it spawn invisible.
"solidbsp" : Type of collision model to choose. 0 : Per-Poly, 1 : BSP file.
"excludednpc" : Name of the NPC classname that will not collide with this entity
"invert_exclusion" : Set to 1 if you want the 'excludednpc' key to act inverted
-------- NOTES --------
The main thing func_brush is concerned with is appearance.
When you trigger it on/off, it'll be made visible/invisible.
Collision however depends on the setting of the "Solidity" key.
If "Solidity" is toggle, the collision will ne enabled/disabled depending
on whether or not the entity is visible/invisible.
By default it's visible and has collision.
-------- HISTORY --------
This entity was introduced in Half-Life 2 (2004).
*/
class
func_brush:NSRenderableEntity
{
int m_iSolidity;
int m_iStartOff;
public:
void func_brush(void);
virtual void Save(float);
virtual void Restore(string,string);
virtual void Respawn(void);
virtual void Trigger(entity,int);
virtual void SpawnKey(string,string);
};
void
func_brush::func_brush(void)
{
m_iSolidity = 0i;
m_iStartOff = 0i;
}
void
func_brush::Save(float handle)
{
super::Save(handle);
SaveInt(handle, "m_iSolidity", m_iSolidity);
SaveInt(handle, "m_iStartOff", m_iStartOff);
}
void
func_brush::Restore(string strKey, string strValue)
{
switch (strKey) {
case "m_iSolidity":
m_iSolidity = ReadInt(strValue);
break;
case "m_iStartOff":
m_iStartOff = ReadInt(strValue);
break;
default:
super::Restore(strKey, strValue);
}
}
void
func_brush::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "Solidity":
m_iSolidity = stoi(strValue);
break;
case "StartDisabled":
m_iStartOff = stoi(strValue);
break;
/* TODO: implement these */
case "solidbsp":
break;
case "excludednpc":
break;
case "invert_exclusion":
break;
default:
super::SpawnKey(strKey, strValue);
}
}
void
func_brush::Respawn(void)
{
SetMovetype(MOVETYPE_PUSH);
SetModel(GetSpawnModel());
SetOrigin(GetSpawnOrigin());
/* make sure solid and so on are set */
if (m_iStartOff) {
Trigger(this, TRIG_OFF);
} else {
Trigger(this, TRIG_ON);
}
}
void
func_brush::Trigger(entity act, int state)
{
/* collision */
switch (m_iSolidity) {
case 1:
SetSolid(SOLID_NOT);
break;
case 2:
SetSolid(SOLID_BSP);
break;
default:
switch (state) {
case TRIG_OFF:
SetSolid(SOLID_NOT);
break;
case TRIG_ON:
SetSolid(SOLID_BSP);
break;
default:
SetSolid(modelindex != 0 ? SOLID_NOT : SOLID_BSP);
}
}
/* visual */
switch (state) {
case TRIG_OFF:
SetModelindex(0);
break;
case TRIG_ON:
SetModel(GetSpawnModel());
break;
default:
if (modelindex != 0)
SetModelindex(0);
else
SetModel(GetSpawnModel());
}
}