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.

This commit is contained in:
Marco Cawthorne 2020-08-28 22:36:56 +02:00
parent 06a512137b
commit ffca4e14b9
2 changed files with 82 additions and 0 deletions

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@ -68,6 +68,7 @@ server/trigger_multiple.cpp
server/trigger_push.cpp server/trigger_push.cpp
server/trigger_teleport.cpp server/trigger_teleport.cpp
server/trigger_transition.cpp server/trigger_transition.cpp
server/trigger_playerfreeze.cpp
server/trigger_relay.cpp server/trigger_relay.cpp
server/env_shooter.cpp server/env_shooter.cpp
server/gibshooter.cpp server/gibshooter.cpp

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@ -0,0 +1,81 @@
/*
* 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 trigger_playerfreeze (1 0 0) (-8 -8 -8) (8 8 8)
"targetname" Name
"killtarget" Target to kill when triggered.
Trigger that freezes all clients, until it is triggered again.
Freezing a player means they're unable to move, they can still look around.
Ideas: Add ability to supress looking around, firing weapons, using items
and so on.
*/
class trigger_playerfreeze:CBaseTrigger
{
void(void) trigger_playerfreeze;
virtual void(void) customphysics;
virtual void(entity,int) Trigger;
virtual void(void) Respawn;
};
void
trigger_playerfreeze::customphysics(void)
{
if (m_iValue == 0)
return;
/* some games might unset this flag every single frame */
for (entity f = world; (f = find(f, ::classname, "player"));) {
f.flags |= FL_FROZEN;
}
}
void
trigger_playerfreeze::Trigger(entity act, int state)
{
if (GetMaster() == FALSE)
return;
m_iValue = 1 - m_iValue;
if (m_iValue == 0) {
dprint("^2trigger_playerfreeze::^3Trigger^7: " \
"Unfreezing clients\n");
/* force unfreeze */
for (entity f = world; (f = find(f, ::classname, "player"));) {
f.flags &= ~FL_FROZEN;
}
} else {
dprint("^2trigger_playerfreeze::^3Trigger^7: " \
"Freezing clients\n");
}
}
void
trigger_playerfreeze::Respawn(void)
{
m_iValue = 0;
}
void
trigger_playerfreeze::trigger_playerfreeze(void)
{
CBaseTrigger::CBaseTrigger();
}