nuclide/src/gs-entbase/server/trigger_autosave.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 trigger_autosave (0 .5 .8) ?
Volume that'll save the current game when a client enters its bounds.
This entity does not work in multiplayer.
-------- KEYS --------
"targetname" : Name
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/
class trigger_autosave:NSBrushTrigger
{
float m_flDelay;
void(void) trigger_autosave;
virtual void(entity) Touch;
virtual void(void) Respawn;
};
void
trigger_autosave::Save(float handle)
{
SaveFloat(handle, "delay", m_flDelay);
super::Save(handle);
}
void
trigger_autosave::Restore(string strKey, string strValue)
{
switch (strKey) {
case "delay":
m_flDelay = ReadFloat(strValue);
break;
default:
super::Restore(strKey, strValue);
}
}
void
trigger_autosave::Touch(entity eToucher)
{
if (GetMaster() == FALSE)
return;
/* saved text */
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EV_MESSAGE);
WriteString(MSG_MULTICAST, "GAMESAVED");
WriteString(MSG_MULTICAST, "common/menu2.wav");
WriteFloat(MSG_MULTICAST, 1.0);
WriteByte(MSG_MULTICAST, ATTN_NONE);
msg_entity = this;
multicast(origin, MULTICAST_ALL);
NSLog("^2trigger_autosave::^3Touch^7: %s called autosave",
eToucher.netname);
localcmd("save autosave\n");
Hide();
SetSolid(SOLID_NOT);
UseTargets(eToucher, TRIG_TOGGLE, m_flDelay);
}
void
trigger_autosave::Respawn(void)
{
InitBrushTrigger();
}
void
trigger_autosave::trigger_autosave(void)
{
if (cvar("sv_playerslots") > 1) {
remove(this);
return;
}
m_flDelay = 0.0f;
}