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

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/*
* Copyright (c) 2016-2023 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 trigger_auto (.5 .5 .5) (-8 -8 -8) (8 8 8) TA_USEONCE
# OVERVIEW
Will automatically trigger its target when the level has spawned.
# KEYS
- "targetname" : Name
- "target" : Target when triggered.
- "killtarget" : Target to kill when triggered.
- "delay" : Time in seconds until it triggers its target.
# SPAWNFLAGS
- TA_USEONCE (1) : Remove itself from the level permanently when activated.
# NOTES
When a trigger_auto is removed via TA_USEONCE it won't survive match respawns.
# TRIVIA
This entity was introduced in Half-Life (1998).
*/
class
trigger_auto:NSPointTrigger
{
public:
void trigger_auto(void);
/* overrides */
virtual void Save(float);
virtual void Restore(string,string);
virtual void SpawnKey(string,string);
virtual void Respawn(void);
virtual void RestoreComplete(void);
nonvirtual void Processing(void);
private:
triggermode_t m_iTriggerState;
float m_flDelay;
};
void
trigger_auto::trigger_auto(void)
{
/* default is always toggle */
m_iTriggerState = TRIG_TOGGLE;
m_flDelay = 0.0f;
}
void
trigger_auto::Save(float handle)
{
super::Save(handle);
SaveFloat(handle, "m_iTriggerState", m_iTriggerState);
SaveFloat(handle, "m_flDelay", m_flDelay);
}
void
trigger_auto::Restore(string strKey, string strValue)
{
switch (strKey) {
case "m_iTriggerState":
m_iTriggerState = ReadFloat(strValue);
break;
case "m_flDelay":
m_flDelay = ReadFloat(strValue);
break;
default:
super::Restore(strKey, strValue);
}
}
void
trigger_auto::RestoreComplete(void)
{
//ScheduleThink(Processing, 0.0f);
}
void
trigger_auto::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "triggerstate":
m_iTriggerState = stof(strValue);
break;
case "delay":
m_flDelay = stof(strValue);
break;
default:
super::SpawnKey(strKey, strValue);
}
}
void
trigger_auto::Respawn(void)
{
InitPointTrigger();
/* deliberately add a bit more time in case we're first in the ent-lump
also we'll only do this in multiplayer games. SP games will call
trigger_auto_trigger() for when one player has fully joined */
if (cvar("sv_playerslots") > 1) {
ScheduleThink(Processing, 0.25f);
}
}
void
trigger_auto::Processing(void)
{
if (m_strGlobalState) {
if (GetGlobalValue(m_strGlobalState) == 0)
return;
}
UseTargets(this, m_iTriggerState, m_flDelay);
//print(sprintf("%S %d %f %f\n", target, m_iTriggerState, m_flDelay, time));
if (HasSpawnFlags(1)) {
EntLog("Trigger instructed to destroy itself.");
Destroy();
}
}
void
trigger_auto_trigger(void)
{
static bool called = false;
trigger_auto loop;
/* don't do it more than once */
if (called) {
return;
}
for (loop = __NULL__; (loop = (trigger_auto)find(loop, ::classname, "trigger_auto"));) {
loop.ScheduleThink(trigger_auto::Processing, 0.25f);
}
called = true;
}