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

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/*
* Copyright (c) 2016-2020 Marco Cawthorne <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 button_target (0 .5 .8) ? BUTTA_USE BUTTA_TEXON
Non-moving button that can either be used by hand, or shot.
-------- KEYS --------
"targetname" : Name
"target" : Target when triggered.
"delay" : Time until target is triggered.
-------- SPAWNFLAGS --------
BUTTA_USE : Button becomes 'use' only, clients have to interact with it manually instead of shooting it.
BUTTA_TEXON : Texture choices will be inverted in case multiple frames exist.
-------- TRIVIA --------
This entity was introduced in Quake (1996).
*/
enumflags
{
BUTTA_USE,
BUTTA_TEXON
};
class button_target:NSSurfacePropEntity
{
void(void) button_target;
virtual void(void) Respawn;
virtual void(entity, int) Trigger;
virtual void(void) Damage;
};
void
button_target::Respawn(void)
{
/* yuck */
static void PUseWrapper(void) {
Trigger(eActivator, TRIG_TOGGLE);
}
SetMovetype(MOVETYPE_PUSH);
SetSolid(SOLID_BSP);
SetModel(GetSpawnModel());
SetOrigin(GetSpawnOrigin());
/* it's either one or the other */
if (HasSpawnFlags(BUTTA_USE)) {
PlayerUse = PUseWrapper;
} else {
SetHealth(1);
SetTakedamage(DAMAGE_YES);
Pain = Death = Damage;
}
/* purely cosmetic */
SetFrame(HasSpawnFlags(BUTTA_TEXON) ? 1 : 0);
}
void
button_target::Trigger(entity act, int status)
{
/* make unusable */
PlayerUse = __NULL__;
SetTakedamage(DAMAGE_NO);
frame = 1 - frame;
UseTargets(act, status, m_flDelay);
}
void
button_target::Damage(void)
{
Trigger(g_dmg_eAttacker, TRIG_TOGGLE); /* TODO: Set state? */
}
void
button_target::button_target(void)
{
}