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

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/*
* Copyright (c) 2016-2020 Marco Hladik <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 func_wall_toggle (0 .5 .8) ? FTW_STARTHIDDEN
Brush that can be hidden and reappear when triggered.
-------- KEYS --------
"targetname" Name
An alternative is func_brush, which also can control aspects such as collision.
If FTW_STARTHIDDEN is set, it'll start hidden.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/
enumflags
{
FTW_STARTHIDDEN
};
class func_wall_toggle:CBaseTrigger
{
int m_oldmodelindex;
int m_iVisible;
void(void) func_wall_toggle;
virtual void(void) Respawn;
virtual void(entity, int) Trigger;
virtual void(entity, string, string) Input;
};
void
func_wall_toggle::Trigger(entity act, int state)
{
switch (state) {
case TRIG_OFF:
m_iVisible = 0;
break;
case TRIG_ON:
m_iVisible = 1;
break;
default:
m_iVisible = 1 - m_iVisible;
}
if (m_iVisible) {
SetModelindex(m_oldmodelindex);
solid = SOLID_BSP;
} else {
SetModelindex(0);
solid = SOLID_NOT;
}
}
void
func_wall_toggle::Respawn(void)
{
movetype = MOVETYPE_PUSH;
solid = SOLID_BSP;
SetModel(m_oldModel);
SetOrigin(origin);
m_iVisible = 1;
m_oldmodelindex = modelindex;
if (spawnflags & FTW_STARTHIDDEN) {
Trigger(this, TRIG_OFF);
}
}
void
func_wall_toggle::Input(entity eAct, string strInput, string strData)
{
switch (strInput) {
case "Toggle":
Trigger(eAct, TRIG_TOGGLE);
break;
default:
CBaseTrigger::Input(eAct, strInput, strData);
}
}
void
func_wall_toggle::func_wall_toggle(void)
{
precache_model(model);
CBaseTrigger::CBaseTrigger();
}