nuclide/src/gs-entbase/shared/func_wall.qc

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/*
* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
*
* 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_wall (0 .5 .8) ?
Brush that lets light to pass through it.
-------- KEYS --------
"targetname" : Name
-------- NOTES --------
On idTech 2 BSPs, it will change texture variants when triggered.
-------- TRIVIA --------
This entity was introduced in Quake (1996).
*/
class
func_wall:NSRenderableEntity
{
void(void) func_wall;
#ifdef SERVER
virtual void(void) Respawn;
virtual float(entity, float) SendEntity;
virtual void(entity, int) Trigger;
#else
virtual float() predraw;
virtual void(void) Init;
#endif
};
#ifdef SERVER
/* we're overriding SendEntity so that we don't network func_walls
* without a targetname. They'll never experience gameplay changes
* and therefore can be handled fully client-side */
float
func_wall::SendEntity(entity pvsent, float fl)
{
if (targetname)
return super::SendEntity(pvsent, fl);
else
return (0);
}
void
func_wall::Trigger(entity act, int state)
{
switch (state) {
case TRIG_OFF:
SetFrame(0);
break;
case TRIG_ON:
SetFrame(1);
break;
default:
SetFrame(1 - frame);
}
}
void
func_wall::Respawn(void)
{
/* reset the visual parameters */
super::Respawn();
/* func_wall specifics */
SetMovetype(MOVETYPE_PUSH);
SetSolid(SOLID_BSP);
SetModel(GetSpawnModel());
SetOrigin(GetSpawnOrigin());
SetFrame(0);
ClearAngles();
}
#else
float
func_wall::predraw(void)
{
vector vecPlayer;
int s = (float)getproperty(VF_ACTIVESEAT);
pSeat = &g_seats[s];
vecPlayer = pSeat->m_vecPredictedOrigin;
if (checkpvs(vecPlayer, this) == FALSE) {
return (PREDRAW_NEXT);
}
super::predraw();
addentity(self);
return (PREDRAW_NEXT);
}
void
func_wall::Init(void)
{
super::Init();
/* this entity is being controlled by the server, remove it */
if (targetname) {
Destroy();
return;
}
precache_model(model);
setmodel(this, model);
setorigin(this, origin);
movetype = MOVETYPE_PUSH;
solid = SOLID_BSP;
angles = [0,0,0];
MakeStatic();
}
#endif
void
func_wall::func_wall(void)
{
#ifdef CLIENT
Init();
#else
super::NSRenderableEntity();
#endif
}