button_target: Initial implementation

This commit is contained in:
Marco Cawthorne 2020-06-12 12:48:40 +02:00
parent d5a74fc5a8
commit 4fe5166fd1
2 changed files with 88 additions and 0 deletions

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@ -11,6 +11,7 @@ server/basetrigger.cpp
server/basemonster.cpp
server/basenpc.cpp
server/basephysics.cpp
server/button_target.cpp
server/ambient_generic.cpp
server/cycler.cpp
server/cycler_sprite.cpp

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@ -0,0 +1,87 @@
/*
* 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 button_target (0 .5 .8) ? BUTTA_USE BUTTA_TEXON
"targetname" Name
"target" Target when triggered.
Non-moving button that can either be used by hand, or shot.
If BUTTA_USE is set, the button becomes 'use' only and the players
have to interact with it manually instead of shooting it.
If BUTTA_TEXON is set, the texture choices will be inverted in case
multiple frames exist.
*/
enumflags
{
BUTTA_USE,
BUTTA_TEXON
};
class button_target:CBaseTrigger
{
void(void) button_target;
virtual void(void) Respawn;
virtual void(void) Trigger;
virtual void(int) Damage;
};
void
button_target::Respawn(void)
{
SetMovetype(MOVETYPE_PUSH);
SetSolid(SOLID_BSP);
SetModel(m_oldModel);
SetOrigin(m_oldOrigin);
/* it's either one or the other */
if (spawnflags & BUTTA_USE) {
PlayerUse = Trigger;
} else {
health = 1;
takedamage = DAMAGE_YES;
Pain = Death = Damage;
}
/* purely cosmetic */
frame = (spawnflags & BUTTA_TEXON) ? 1 : 0;
}
void
button_target::Trigger(void)
{
/* make unusable */
PlayerUse = __NULL__;
takedamage = DAMAGE_NO;
frame = 1 - frame;
UseTargets();
}
void
button_target::Damage(int hit)
{
Trigger();
}
void
button_target::button_target(void)
{
CBaseTrigger::CBaseTrigger();
}