116 lines
2.9 KiB
Plaintext
116 lines
2.9 KiB
Plaintext
/*
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* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED env_explosion (1 0 0) (-8 -8 -8) (8 8 8) ENVEXPLO_NODAMAGE ENVEXPLO_REPEATABLE ENVEXPLO_NOBALL ENVEXPLO_NOSMOKE ENVEXPLO_NODECAL ENVEXPLO_NOSPARKS
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When triggered, creates an explosion at its location.
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-------- KEYS --------
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"targetname" : Name
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"target" : Target when triggered.
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"killtarget" : Target to kill when triggered.
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"iMagnitude" : Magnitude of the explosion.
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-------- SPAWNFLAGS --------
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ENVEXPLO_NODAMAGE : Make this explosion purely decorative, without radius damage.
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ENVEXPLO_REPEATABLE : Makes this explosion triggerable more than once.
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ENVEXPLO_NOBALL : Spawn no fireball.
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ENVEXPLO_NOSMOKE : Spawn no smoke.
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ENVEXPLO_NODECAL : Leave no decal upon explosion.
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ENVEXPLO_NOSPARKS : Don't spawn any sparks upon exploding.
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-------- TRIVIA --------
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This entity was introduced in Half-Life (1998).
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*/
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enumflags
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{
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ENVEXPLO_NODAMAGE,
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ENVEXPLO_REPEATABLE,
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ENVEXPLO_NOBALL,
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ENVEXPLO_NOSMOKE,
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ENVEXPLO_NODECAL,
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ENVEXPLO_NOSPARKS
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};
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class env_explosion:NSPointTrigger
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{
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int m_iMagnitude;
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float m_flMaxDelay;
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void(void) env_explosion;
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/* overrides */
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virtual void(float) Save;
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virtual void(string,string) Restore;
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virtual void(entity, int) Trigger;
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virtual void(string, string) SpawnKey;
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};
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void
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env_explosion::Save(float handle)
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{
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SaveInt(handle, "magnitude", m_iMagnitude);
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SaveFloat(handle, "max_delay", m_flMaxDelay);
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super::Save(handle);
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}
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void
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env_explosion::Restore(string strKey, string strValue)
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{
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switch (strKey) {
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case "magnitude":
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m_iMagnitude = ReadInt(strValue);
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break;
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case "max_delay":
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m_flMaxDelay = ReadFloat(strValue);
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break;
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default:
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super::Restore(strKey, strValue);
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}
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}
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void
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env_explosion::Trigger(entity act, int state)
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{
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FX_Explosion(origin);
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if (!HasSpawnFlags(ENVEXPLO_NODAMAGE)) {
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Damage_Radius(origin, this, m_iMagnitude, m_iMagnitude * 2.5f, TRUE, 0);
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}
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// TODO: Respawn after round instead?
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if (!HasSpawnFlags(ENVEXPLO_REPEATABLE)) {
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remove(this);
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}
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}
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void
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env_explosion::SpawnKey(string strKey, string strValue)
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{
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switch (strKey) {
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case "iMagnitude":
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m_iMagnitude = stoi(strValue);
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break;
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default:
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super::SpawnKey(strKey, strValue);
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}
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}
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void
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env_explosion::env_explosion(void)
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{
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}
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