nuclide/src/gs-entbase/server/random_trigger.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 random_trigger (1 0 0) (-8 -8 -8) (8 8 8)
When triggered, it'll calculate some random interval until it triggers
its targets, based on some limits given.
-------- KEYS --------
"targetname" : Name
"target" : Target when triggered
"killtarget" : Target to kill when triggered
"start_state" : Start state (either 0 or 1)
"wait" : Minimum time
"random_min" : Minimum added random time
"random_max" : Maximum added random time
-------- TRIVIA --------
It was introduced in Gunman Chronicles (2000).
*/
class random_trigger:NSPointTrigger
{
float m_flMinTime;
float m_flRandMin;
float m_flRandMax;
int m_iStartState;
void(void) random_trigger;
virtual void(float) Save;
virtual void(string, string) Restore;
virtual void(entity,int) Trigger;
virtual void(void) Respawn;
virtual void(string, string) SpawnKey;
};
void
random_trigger::Save(float handle)
{
SaveFloat(handle, "min_time", m_flMinTime);
SaveFloat(handle, "rand_min", m_flRandMin);
SaveFloat(handle, "rand_max", m_flRandMax);
SaveInt(handle, "start_state", m_iStartState);
super::Save(handle);
}
void
random_trigger::Restore(string strKey, string strValue)
{
switch (strKey) {
case "min_time":
m_flMinTime = ReadFloat(strValue);
break;
case "rand_min":
m_flRandMin = ReadFloat(strValue);
break;
case "rand_max":
m_flRandMax = ReadFloat(strValue);
break;
case "start_state":
m_iStartState = ReadInt(strValue);
break;
default:
super::Restore(strKey, strValue);
}
}
void
random_trigger::Trigger(entity act, int state)
{
float r;
if (GetMaster() == FALSE)
return;
r = time + m_flMinTime + random(m_flRandMin, m_flRandMax);
UseTargets(other, TRIG_TOGGLE, r);
}
void
random_trigger::Respawn(void)
{
if (m_iStartState == 1)
Trigger(this, TRIG_ON);
}
void
random_trigger::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "start_state":
m_iStartState = stoi(strValue);
break;
case "wait":
m_flMinTime = stof(strValue);
break;
case "random_min":
m_flRandMin = stof(strValue);
break;
case "random_max":
m_flRandMax = stof(strValue);
break;
default:
super::SpawnKey(strKey, strValue);
}
}
void
random_trigger::random_trigger(void)
{
}