nuclide/src/gs-entbase/server/prop_physics.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 prop_physics (0 0 0.8) (-16 -16 -16) (16 16 16) PRPPHYS_ASLEEP
Physics model
-------- KEYS --------
"targetname" : Name
-------- TRIVIA --------
This entity was introduced in Half-Life 2 (2004).
*/
#ifndef PHYSICS_STATIC
#define PRPPHYS_ASLEEP 1
class
prop_physics:NSPhysicsEntity
{
public:
void prop_physics(void);
virtual void SpawnKey(string,string);
virtual void Respawn(void);
};
void
prop_physics::prop_physics(void)
{
}
void
prop_physics::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
default:
NSPhysicsEntity::SpawnKey(strKey, strValue);
}
}
void
prop_physics::Respawn(void)
{
NSPhysicsEntity::Respawn();
if (HasSpawnFlags(PRPPHYS_ASLEEP))
PhysicsDisable();
else
PhysicsEnable();
}
#else
class
prop_physics:NSRenderableEntity
{
void(void) prop_physics;
virtual void(void) Respawn;
};
void
prop_physics::prop_physics(void)
{
}
void
prop_physics::Respawn(void)
{
super::Respawn();
SetSolid(SOLID_BBOX);
}
#endif