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