trigger_playerfreeze: Initial implementation. This entity is used in Opposing Force/Blue Shift to freeze players, like in the drill sergeant intro. Works fine in the maps that use it.
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2 changed files with 82 additions and 0 deletions
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@ -68,6 +68,7 @@ server/trigger_multiple.cpp
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server/trigger_push.cpp
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server/trigger_teleport.cpp
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server/trigger_transition.cpp
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server/trigger_playerfreeze.cpp
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server/trigger_relay.cpp
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server/env_shooter.cpp
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server/gibshooter.cpp
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81
src/gs-entbase/server/trigger_playerfreeze.cpp
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81
src/gs-entbase/server/trigger_playerfreeze.cpp
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@ -0,0 +1,81 @@
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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 trigger_playerfreeze (1 0 0) (-8 -8 -8) (8 8 8)
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"targetname" Name
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"killtarget" Target to kill when triggered.
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Trigger that freezes all clients, until it is triggered again.
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Freezing a player means they're unable to move, they can still look around.
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Ideas: Add ability to supress looking around, firing weapons, using items
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and so on.
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*/
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class trigger_playerfreeze:CBaseTrigger
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{
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void(void) trigger_playerfreeze;
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virtual void(void) customphysics;
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virtual void(entity,int) Trigger;
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virtual void(void) Respawn;
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};
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void
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trigger_playerfreeze::customphysics(void)
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{
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if (m_iValue == 0)
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return;
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/* some games might unset this flag every single frame */
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for (entity f = world; (f = find(f, ::classname, "player"));) {
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f.flags |= FL_FROZEN;
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}
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}
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void
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trigger_playerfreeze::Trigger(entity act, int state)
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{
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if (GetMaster() == FALSE)
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return;
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m_iValue = 1 - m_iValue;
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if (m_iValue == 0) {
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dprint("^2trigger_playerfreeze::^3Trigger^7: " \
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"Unfreezing clients\n");
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/* force unfreeze */
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for (entity f = world; (f = find(f, ::classname, "player"));) {
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f.flags &= ~FL_FROZEN;
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}
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} else {
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dprint("^2trigger_playerfreeze::^3Trigger^7: " \
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"Freezing clients\n");
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}
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}
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void
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trigger_playerfreeze::Respawn(void)
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{
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m_iValue = 0;
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}
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void
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trigger_playerfreeze::trigger_playerfreeze(void)
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{
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CBaseTrigger::CBaseTrigger();
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}
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