132 lines
3.0 KiB
Plaintext
132 lines
3.0 KiB
Plaintext
/*
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* Copyright (c) 2016-2022 Vera Visions LLC.
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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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enumflags
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{
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TRLY_ONCE,
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};
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/*!QUAKED trigger_relay (.5 .5 .5) ? TRLY_ONCE
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# OVERVIEW
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This is an in-between trigger that forces a desired output state
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instead of toggling e.g. a door open.
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# KEYS
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- "targetname" : Name
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- "target" : Target to trigger.
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- "triggerstate" : Desired state of the triggered entity.
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- "delay" : Delay til the target is triggered, in seconds.
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- "killtarget" : Target to remove when triggered.
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# SPAWNFLAGS
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- TRLY_ONCE (1) : When set, this entity will be removed upon triggering its targets.
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# NOTES
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The `triggerstate` key can be one of three things:
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- 0: Off
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- 1: On
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- 2: Toggle
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Where 'off' will close entities like func_door, and 'on' will open them.
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# TRIVIA
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This entity was introduced in Quake (1996).
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*/
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class
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trigger_relay:NSPointTrigger
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{
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public:
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void trigger_relay(void);
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virtual void Trigger(entity,triggermode_t);
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virtual void Respawn(void);
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virtual void SpawnKey(string,string);
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virtual void Save(float);
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virtual void Restore(string,string);
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private:
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triggermode_t m_iTriggerState;
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int m_iEnabled;
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};
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void
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trigger_relay::trigger_relay(void)
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{
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m_iTriggerState = 0;
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m_iEnabled = 0;
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}
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void
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trigger_relay::Save(float handle)
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{
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super::Save(handle);
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SaveFloat(handle, "m_iTriggerState", m_iTriggerState);
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SaveInt(handle, "m_iEnabled", m_iEnabled);
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}
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void
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trigger_relay::Restore(string strKey, string strValue)
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{
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switch (strKey) {
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case "m_iTriggerState":
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m_iTriggerState = ReadFloat(strValue);
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break;
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case "m_iEnabled":
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m_iEnabled = ReadInt(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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trigger_relay::SpawnKey(string strKey, string strValue)
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{
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switch (strKey) {
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case "triggerstate":
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m_iTriggerState = ReadInt(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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trigger_relay::Respawn(void)
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{
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InitPointTrigger();
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m_iEnabled = TRUE;
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m_iValue = FALSE;
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}
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void
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trigger_relay::Trigger(entity act, triggermode_t state)
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{
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if (m_iEnabled == FALSE) {
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EntLog("trigger_relay %S has already been triggered", targetname);
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return;
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}
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if (HasSpawnFlags(TRLY_ONCE) == true) {
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m_iEnabled = FALSE;
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}
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m_iValue = TRUE;
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EntLog("trigger_relay %S will trigger %S with state %d", targetname, target, m_iTriggerState);
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UseTargets(act, m_iTriggerState, m_flDelay);
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}
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