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

116 lines
2.9 KiB
Plaintext

/*
* 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 env_explosion (1 0 0) (-8 -8 -8) (8 8 8) ENVEXPLO_NODAMAGE ENVEXPLO_REPEATABLE ENVEXPLO_NOBALL ENVEXPLO_NOSMOKE ENVEXPLO_NODECAL ENVEXPLO_NOSPARKS
When triggered, creates an explosion at its location.
-------- KEYS --------
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"iMagnitude" : Magnitude of the explosion.
-------- SPAWNFLAGS --------
ENVEXPLO_NODAMAGE : Make this explosion purely decorative, without radius damage.
ENVEXPLO_REPEATABLE : Makes this explosion triggerable more than once.
ENVEXPLO_NOBALL : Spawn no fireball.
ENVEXPLO_NOSMOKE : Spawn no smoke.
ENVEXPLO_NODECAL : Leave no decal upon explosion.
ENVEXPLO_NOSPARKS : Don't spawn any sparks upon exploding.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/
enumflags
{
ENVEXPLO_NODAMAGE,
ENVEXPLO_REPEATABLE,
ENVEXPLO_NOBALL,
ENVEXPLO_NOSMOKE,
ENVEXPLO_NODECAL,
ENVEXPLO_NOSPARKS
};
class env_explosion:NSPointTrigger
{
int m_iMagnitude;
float m_flMaxDelay;
void(void) env_explosion;
/* overrides */
virtual void(float) Save;
virtual void(string,string) Restore;
virtual void(entity, int) Trigger;
virtual void(string, string) SpawnKey;
};
void
env_explosion::Save(float handle)
{
SaveInt(handle, "magnitude", m_iMagnitude);
SaveFloat(handle, "max_delay", m_flMaxDelay);
super::Save(handle);
}
void
env_explosion::Restore(string strKey, string strValue)
{
switch (strKey) {
case "magnitude":
m_iMagnitude = ReadInt(strValue);
break;
case "max_delay":
m_flMaxDelay = ReadFloat(strValue);
break;
default:
super::Restore(strKey, strValue);
}
}
void
env_explosion::Trigger(entity act, int state)
{
FX_Explosion(origin);
if (!HasSpawnFlags(ENVEXPLO_NODAMAGE)) {
Damage_Radius(origin, this, m_iMagnitude, m_iMagnitude * 2.5f, TRUE, 0);
}
// TODO: Respawn after round instead?
if (!HasSpawnFlags(ENVEXPLO_REPEATABLE)) {
remove(this);
}
}
void
env_explosion::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "iMagnitude":
m_iMagnitude = stoi(strValue);
break;
default:
super::SpawnKey(strKey, strValue);
}
}
void
env_explosion::env_explosion(void)
{
}