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