- Added early Rewolf Health/Armor HUD variants - Added original scoreboard from the early Half-Life versions for valve/scihunt/rewolf - Fixed some skybox behaviour to only apply to BSP30 - Changed the env_message and game_text display to use "creditsfont" instead of the conchars - Tweaked damage radius and prediction for some entities and weapons - Added world_items - Added item_healthkit - Added item_battery - Fixed level transition logic - impulse 101 now fills up health and armor/suit in mod valve - Some tweaks to Damage_Apply so that healing can be performed without funky visuals - Added stub monsters for valve/rewolf that'll soon support scripted sequences - Tweaked chat system to get rid of quotation marks around messages - Added support for changing the window caption to reflect the mod you're playing - Lots of small little things in terms of cleanup
43 lines
830 B
C++
43 lines
830 B
C++
/***
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*
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* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
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*
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* See the file LICENSE attached with the sources for usage details.
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*
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****/
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class trigger_teleport:CBaseTrigger
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{
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void() trigger_teleport;
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virtual void() touch;
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virtual void() Respawn;
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};
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void trigger_teleport::touch(void)
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{
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if (other.health > 0 || other.solid == SOLID_SLIDEBOX) {
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entity eTarget = find(world, CBaseTrigger::m_strTargetName, m_strTarget);
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if (eTarget) {
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setorigin(other, eTarget.origin + [0,0,16]);
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}
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}
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}
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/* TODO: Make this redundant */
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void trigger_teleport::Respawn(void)
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{
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solid = SOLID_TRIGGER;
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#ifdef GS_DEVELOPER
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alpha = 0.5f;
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#endif
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}
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void trigger_teleport::trigger_teleport(void)
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{
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CBaseTrigger::CBaseTrigger();
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CBaseTrigger::InitBrushTrigger();
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}
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CLASSEXPORT(info_teleport_destination, info_notnull)
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