nuclide/src/gs-entbase/server/path_corner.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 path_corner (1 0 0) (-8 -8 -8) (8 8 8) PC_WAIT PC_TELEPORT PC_FIREONCE
Node entities used for func_trains and func_guntargets.
-------- KEYS --------
"targetname" : Name
"target" : Next node.
"message" : Target to trigger when a train passes this node.
"speed" : New speed for passing train.
"yaw_speed" : New yaw rotation for passing train. Currently unused.
"wait" : Waiting time until we go to the next node.
-------- SPAWNFLAGS --------
PC_WAIT : Train will stop moving once passed. Needs retrigger to progress.
PC_TELEPORT : Train passing will immediately teleport to "target".
PC_FIREONCE : Only fire its target (message) once.
-------- TRIVIA --------
This entity was introduced in Quake (1996).
*/
#ifdef DEVELOPER
var int autocvar_dev_cornerspeed = 0;
#endif
enumflags
{
PC_WAIT,
PC_TELEPORT,
PC_FIREONCE
};
class
path_corner:NSPointTrigger
{
int m_iFired;
float m_flSpeed;
float m_flYawSpeed;
float m_flWait;
public:
void path_corner(void);
virtual void Save(float);
virtual void Restore(string,string);
virtual void SpawnKey(string,string);
virtual void Respawn(void);
virtual void Trigger(entity,int);
};
void
path_corner::path_corner(void)
{
m_iFired = 0i;
m_flSpeed = 100.0f;
m_flYawSpeed = 0.0f;
m_flWait = 1.0f;
}
void
path_corner::Save(float handle)
{
super::Save(handle);
SaveInt(handle, "m_iFired", m_iFired);
SaveFloat(handle, "m_flSpeed", m_flSpeed);
SaveFloat(handle, "m_flYawSpeed", m_flYawSpeed);
SaveFloat(handle, "m_flWait", m_flWait);
}
void
path_corner::Restore(string strKey, string strValue)
{
switch (strKey) {
case "m_iFired":
m_iFired = ReadInt(strValue);
break;
case "m_flSpeed":
m_flSpeed = ReadFloat(strValue);
break;
case "m_flYawSpeed":
m_flYawSpeed = ReadFloat(strValue);
break;
case "m_flWait":
m_flWait = ReadFloat(strValue);
break;
default:
super::Restore(strKey, strValue);
}
}
void
path_corner::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "speed":
m_flSpeed = stof(strValue);
break;
case "yaw_speed":
m_flYawSpeed = stof(strValue);
break;
case "wait":
m_flWait = stof(strValue);
break;
case "message":
m_strMessage = strValue;
break;
default:
super::SpawnKey(strKey, strValue);
}
}
void
path_corner::Respawn(void)
{
#ifdef DEVELOPER
if (autocvar_dev_cornerspeed != 0) {
m_flSpeed = autocvar_dev_cornerspeed;
}
#endif
m_iFired = FALSE;
}
void
path_corner::Trigger(entity act, int state)
{
entity a;
if (HasSpawnFlags(PC_FIREONCE) && m_iFired) {
return;
}
for (a = world; (a = find(a, ::targetname, m_strMessage));) {
NSEntity trigger = (NSEntity)a;
trigger.Trigger(act, state);
m_iFired = TRUE;
}
}