/* * Copyright (c) 2016-2020 Marco Hladik * * 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 func_wall_toggle (0 .5 .8) ? FTW_STARTHIDDEN Brush that can be hidden and reappear when triggered. -------- KEYS -------- "targetname" : Name -------- SPAWNFLAGS -------- FTW_STARTHIDDEN : Start invisible upon spawning. -------- TRIVIA -------- This entity was introduced in Half-Life (1998). */ enumflags { FTW_STARTHIDDEN }; class func_wall_toggle:CBaseTrigger { int m_oldmodelindex; int m_iVisible; void(void) func_wall_toggle; virtual void(void) Respawn; virtual void(entity, int) Trigger; virtual void(entity, string, string) Input; }; void func_wall_toggle::Trigger(entity act, int state) { switch (state) { case TRIG_OFF: m_iVisible = 0; break; case TRIG_ON: m_iVisible = 1; break; default: m_iVisible = 1 - m_iVisible; } if (m_iVisible) { SetSolid(SOLID_BSP); SetModelindex(m_oldmodelindex); } else { SetSolid(SOLID_NOT); SetModelindex(0); } } void func_wall_toggle::Respawn(void) { SetMovetype(MOVETYPE_PUSH); SetSolid(SOLID_BSP); SetModel(GetSpawnModel()); SetOrigin(origin); m_iVisible = 1; m_oldmodelindex = modelindex; if (spawnflags & FTW_STARTHIDDEN) { Trigger(this, TRIG_OFF); } } void func_wall_toggle::Input(entity eAct, string strInput, string strData) { switch (strInput) { case "Toggle": Trigger(eAct, TRIG_TOGGLE); break; default: CBaseTrigger::Input(eAct, strInput, strData); } } void func_wall_toggle::func_wall_toggle(void) { precache_model(model); CBaseTrigger::CBaseTrigger(); }