- Switched to custom pmove code (early, WIP) instead of the engine one, again - Made nightvision compatible with splitscreen modes - Player animation fixes - Prediction fixes - Fixed radius damage, so grenades and bombs should apply proper damage now - Added func_wall_toggle - Small entity fixes
29 lines
632 B
C++
29 lines
632 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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};
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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, ::targetname, target );
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setorigin( other, eTarget.origin );
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}
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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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