player_loadsave: Initial implementation.
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2 changed files with 93 additions and 0 deletions
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@ -47,6 +47,7 @@ server/light.cpp
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server/stubs.cpp
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server/infodecal.cpp
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server/player_weaponstrip.cpp
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server/player_loadsaved.cpp
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server/trigger_auto.cpp
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server/trigger_autosave.cpp
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server/trigger_cdaudio.cpp
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92
src/gs-entbase/server/player_loadsaved.cpp
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92
src/gs-entbase/server/player_loadsaved.cpp
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@ -0,0 +1,92 @@
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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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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/*QUAKED player_loadsaved (1 0 0) (-8 -8 -8) (8 8 8)
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"targetname" Name
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"message" Message to display
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"messagetime" Message lifetime (not implemented)
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"loadtime" Time until we load the last autosave
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"duration" Fade effect total duration
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"holdtime" Fade effect hold time
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"rendercolor" Fade effect color vector (RGB255)
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"renderamt" Fade effect alpha value
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This trigger reloads the last autosaved game with a custom message.
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This is commonly used when a mission objective has failed.
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*/
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class player_loadsaved:CBaseTrigger
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{
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string m_strMessage;
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float m_flLoadTime;
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float m_flFadeDuration;
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float m_flFadeHold;
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void(void) player_loadsaved;
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virtual void(void) Trigger;
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virtual void(void) ReloadSave;
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};
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void
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player_loadsaved::ReloadSave(void)
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{
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localcmd("load autosave\n");
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}
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void
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player_loadsaved::Trigger(void)
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{
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EV_FADE);
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WriteFloat(MSG_MULTICAST, m_vecRenderColor[0]);
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WriteFloat(MSG_MULTICAST, m_vecRenderColor[1]);
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WriteFloat(MSG_MULTICAST, m_vecRenderColor[2]);
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WriteFloat(MSG_MULTICAST, m_flRenderAmt);
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WriteFloat(MSG_MULTICAST, m_flFadeDuration);
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WriteFloat(MSG_MULTICAST, m_flFadeHold);
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WriteByte(MSG_MULTICAST, 0);
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msg_entity = world;
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multicast([0,0,0], MULTICAST_ALL);
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env_message_single(eActivator, m_strMessage);
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think = ReloadSave;
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nextthink = time + m_flLoadTime;
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}
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void
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player_loadsaved::player_loadsaved(void)
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{
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for (int i = 1; i < (tokenize(__fullspawndata) - 1); i += 2) {
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switch (argv(i)) {
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case "duration":
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m_flFadeDuration = stof(argv(i+1));
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break;
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case "holdtime":
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m_flFadeHold = stof(argv(i+1));
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break;
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case "message":
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m_strMessage = argv(i+1);
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break;
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case "loadtime":
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m_flLoadTime = stof(argv(i+1));
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break;
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default:
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break;
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}
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}
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CBaseTrigger::CBaseTrigger();
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}
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