77 lines
2 KiB
C++
77 lines
2 KiB
C++
/*
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* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED prop_dynamic (0 0.2 1) (-8 -8 -8) (8 8 8) x x x x x x x x PRPDYN_NONSOLID
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Client-side decorative model entity.
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-------- KEYS --------
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"model" : Model file that will be displayed by the entity.
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"modelscale" : Scale modifier of the model. Default is "1".
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"angles" : Sets the pitch, yaw and roll angles of the model.
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"_cs" : Toggles if the prop casts a shadow or not.
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"solid" : Specifies which collision model to use (0: Nonsolid; 2: BBox; 6: Per-poly)
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-------- TRIVIA --------
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This entity was introduced in Half-Life 2 (2004).
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*/
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#define PRPDYN_NONSOLID 256
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class prop_dynamic:NSSurfacePropEntity
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{
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void(void) prop_dynamic;
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virtual void(void) Respawn;
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virtual void(string, string) SpawnKey;
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};
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void
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prop_dynamic::Respawn(void)
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{
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super::Respawn();
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SetModel(GetSpawnModel());
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if (HasSpawnFlags(PRPDYN_NONSOLID))
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SetSolid(SOLID_NOT);
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}
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void
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prop_dynamic::SpawnKey(string strKey, string strValue)
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{
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switch (strKey) {
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case "solid":
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float s = stof(strValue);
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switch (s) {
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case 2:
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SetSolid(SOLID_BBOX);
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break;
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case 6:
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SetSolid(SOLID_BSP);
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break;
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default:
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SetSolid(SOLID_NOT);
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}
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break;
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default:
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super::SpawnKey(strKey, strValue);
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}
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}
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void
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prop_dynamic::prop_dynamic(void)
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{
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}
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