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

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/*
* Copyright (c) 2016-2022 Vera Visions LLC.
*
* 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.
*/
/** Spawnflags that button_target supports. */
typedef enumflags
{
BUTTA_USE, /**< Button has to be used by a player to trigger, instead of being shot. */
BUTTA_TEXON /**< Button texture starts in the **ON** state. */
} sf_button_target_t;
/*!QUAKED button_target (0 .5 .8) ? USE TEXTURE_ON
# OVERVIEW
Non-moving button that can either be used by hand, or shot.
# KEYS
- "targetname" : Name
- "target" : Target when triggered.
- "delay" : Time in seconds until target is triggered.
# SPAWNFLAGS
- USE (1) : Button becomes 'use' only, clients have to interact with it manually instead of shooting it.
- TEXTURE_ON (2) : Texture choices will be inverted in case multiple frames exist.
# TRIVIA
This entity was introduced in Half-Life (1998).
*/
class
button_target:NSSurfacePropEntity
{
public:
void button_target(void);
virtual void Respawn(void);
virtual void Trigger(entity,triggermode_t);
virtual void Damage(void);
};
void
button_target::button_target(void)
{
}
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, triggermode_t status)
{
/* make unusable */
PlayerUse = __NULL__;
SetTakedamage(DAMAGE_NO);
/* toggle texture frame */
float new_frame = (GetFrame() >= 1) ? 0 : 1;
SetFrame(new_frame);
UseTargets(act, status, m_flDelay);
}
void
button_target::Damage(void)
{
Trigger(g_dmg_eAttacker, TRIG_TOGGLE);
}