nuclide/Source/gs-entbase/server/trigger_teleport.cpp
Marco Hladik 9ce909e291 - Added Rewolf decore_* entities from the demo
- 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
2019-03-19 20:01:24 +01:00

43 lines
830 B
C++

/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
class trigger_teleport:CBaseTrigger
{
void() trigger_teleport;
virtual void() touch;
virtual void() Respawn;
};
void trigger_teleport::touch(void)
{
if (other.health > 0 || other.solid == SOLID_SLIDEBOX) {
entity eTarget = find(world, CBaseTrigger::m_strTargetName, m_strTarget);
if (eTarget) {
setorigin(other, eTarget.origin + [0,0,16]);
}
}
}
/* TODO: Make this redundant */
void trigger_teleport::Respawn(void)
{
solid = SOLID_TRIGGER;
#ifdef GS_DEVELOPER
alpha = 0.5f;
#endif
}
void trigger_teleport::trigger_teleport(void)
{
CBaseTrigger::CBaseTrigger();
CBaseTrigger::InitBrushTrigger();
}
CLASSEXPORT(info_teleport_destination, info_notnull)