- 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
29 lines
490 B
C++
29 lines
490 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 func_wall : CBaseTrigger
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{
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void() func_wall;
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virtual void() Trigger;
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};
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void func_wall :: func_wall ( void )
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{
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precache_model( model );
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//angles = '0 0 0';
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movetype = MOVETYPE_PUSH;
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solid = SOLID_BSP;
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setmodel( this, model );
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CBaseTrigger::CBaseTrigger();
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}
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void func_wall :: Trigger ( void )
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{
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frame = 1 - frame;
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}
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