nuclide/src/gs-entbase/server/func_physbox_multiplayer.cpp

75 lines
1.8 KiB
C++

/*
* Copyright (c) 2016-2020 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_physbox_multiplayer (0 .5 .8) ?
"targetname" Name
Physics brush (server) - same for all player on server
*/
/*QUAKED func_physbox (0 .5 .8) ?
"targetname" Name
Physics brush (client)
*/
class func_physbox:CBaseEntity
{
int m_iShape;
void(void) func_physbox;
virtual void(void) Respawn;
virtual void(void) touch;
};
void func_physbox::touch(void)
{
//physics_addforce(this, other.velocity, other.origin);
}
void func_physbox::Respawn(void)
{
movetype = MOVETYPE_PHYSICS;
solid = SOLID_PHYSICS_BOX; // SOLID_PHYSICS_TRIMESH
setmodel(this, m_oldModel);
setorigin(this, m_oldOrigin);
physics_enable(this, TRUE);
}
void func_physbox::func_physbox(void)
{
if (!model) {
remove(this);
return;
}
CBaseEntity::CBaseEntity();
precache_model(m_oldModel);
for (int i = 1; i < (tokenize(__fullspawndata) - 1); i += 2) {
switch (argv(i)) {
case "material":
//m_iMaterial = stof(argv(i+1));
break;
default:
break;
}
}
}
CLASSEXPORT(func_physbox, func_physbox)
CLASSEXPORT(func_physbox_multiplayer, func_physbox)