path_corner: Documentation improvements, PC_FIREONCE.

This commit is contained in:
Marco Cawthorne 2019-09-09 19:12:18 +02:00
parent 2278daf727
commit 004f87dacc
2 changed files with 46 additions and 16 deletions

View file

@ -29,6 +29,10 @@ See the entity definition for path_corner to find out more.
Upon level entry, the func_train will spawn right where its first path_corner
node is. This is so you can light the func_train somewhere else - like a lonely
box somewhere outside the playable area.
Marking the func_train with the flag TRAIN_NOTSOLID will make entities not
collide with the train. This is best used for things in the distance or for
when lasers are following this train as a sort of guide.
*/
#define TRAIN_NOTSOLID 8

View file

@ -14,12 +14,24 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*QUAKED path_corner (1 0 0) (-8 -8 -8) (8 8 8)
/*QUAKED path_corner (1 0 0) (-8 -8 -8) (8 8 8) PC_WAIT PC_TELEPORT PC_FIREONCE
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"target" Next node.
"message" Target to trigger when a train passes this node.
"speed" New speed for passing train.
"yaw_speed" New yaw rotation for passing train. Currently unused.
"wait" Waiting time until we go to the next node.
STUB!
Node entities used for func_trains and func_guntargets.
When the PC_WAIT flag is set, the train will stop moving once it's passed this
node. The train will have to be triggered again for it to continue moving.
This is useful for elevators.
When the PC_TELEPORT flag is set, the train passing this node will immediately
teleport to the position of the next node (target).
With the PC_FIREONCE flag set, it'll only fire its target (message) once.
*/
enumflags {
@ -30,49 +42,63 @@ enumflags {
class path_corner:CBaseTrigger
{
int m_iFired;
float m_flSpeed;
float m_flYawSpeed;
float m_flWait;
void() path_corner;
virtual void() Trigger;
virtual void() Respawn;
};
void path_corner::Trigger(void)
{
for ( entity eFind = world; ( eFind = find( eFind, CBaseTrigger::m_strTargetName, m_strMessage));) {
CBaseTrigger trigger = (CBaseTrigger) eFind;
trigger.Trigger();
entity a;
if ((spawnflags & PC_FIREONCE) && (m_iFired)) {
return;
}
for (a = world; (a = find(a, CBaseTrigger::m_strTargetName, m_strMessage));) {
CBaseTrigger trigger = (CBaseTrigger)a;
trigger.Trigger();
m_iFired = TRUE;
}
}
void path_corner::Respawn(void)
{
m_iFired = FALSE;
}
void path_corner::path_corner(void)
{
CBaseTrigger::CBaseTrigger();
for ( int i = 1; i < ( tokenize( __fullspawndata ) - 1 ); i += 2 ) {
switch ( argv( i ) ) {
for (int i = 1; i < (tokenize(__fullspawndata) - 1); i += 2) {
switch (argv(i)) {
case "speed":
m_flSpeed = stof(argv( i + 1 ));
m_flSpeed = stof(argv(i+1));
break;
case "yaw_speed":
m_flYawSpeed = stof(argv(i+1));
break;
case "wait":
m_flWait = stof(argv( i + 1 ));
m_flWait = stof(argv(i+1));
break;
case "message":
m_strMessage = argv( i + 1);
m_strMessage = argv(i+1);
break;
default:
break;
}
}
if (!m_flSpeed)
if (!m_flSpeed) {
m_flSpeed = 100;
if (!m_flWait)
}
if (!m_flWait) {
m_flWait = 1.0f;
}
}