nuclide/src/gs-entbase/server/game_player_team.qc

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/*
* Copyright (c) 2023 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 game_player_team (1 .5 0) (-8 -8 -8) (8 8 8) REMOVE KILL GIB
# OVERVIEW
Allows the player to change teams.
# KEYS
- "targetname" : Name
- "master" : Name of the multisource or game_team_master regulating this entity.
- "target" : Name of the game_team_master that specifies the new team.
# SPAWNFLAGS
- REMOVE (1) : Will be removed once triggered.
- KILL (2) : Kills the player when activated.
- GIB (4) : Gibs the player when activated.
# TRIVIA
This entity was introduced in Half-Life (1998).
*/
class
game_player_team:NSPointTrigger
{
public:
void game_player_team(void);
virtual void Trigger(entity, triggermode_t);
};
void
game_player_team::game_player_team(void)
{
}
void
game_player_team::Trigger(entity entityActivator, triggermode_t state)
{
NSClientPlayer targetPlayer = __NULL__;
game_team_master toRead = __NULL__;
if (GetMaster(entityActivator) == FALSE) {
return;
}
toRead = (game_team_master)GetTargetEntity();
if (!toRead) {
EntWarning("Unable to find game_team_master named %S", GetTriggerTarget());
return;
}
targetPlayer = (NSClientPlayer)entityActivator;
targetPlayer.SetTeam((float)toRead.GetTeamIndex());
if (HasSpawnFlags(4) == true) {
Damage_Apply(targetPlayer, targetPlayer, targetPlayer.health + 100i, 0, DMG_SKIP_ARMOR);
} else if (HasSpawnFlags(2) == true) {
Damage_Apply(targetPlayer, targetPlayer, targetPlayer.health, 0, DMG_SKIP_ARMOR);
}
if (HasSpawnFlags(1)) {
Destroy();
}
}