nuclide/Source/gs-entbase/server/trigger_camera.cpp
Marco Hladik 5fa7002844 - Added everything needed for networked sprays
- 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
2019-01-03 02:26:39 +01:00

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C++

/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
class trigger_camera:CBaseTrigger
{
float m_flWait;
void() trigger_camera;
virtual void() Trigger;
};
void trigger_camera::Trigger(void)
{
if (m_strTarget) {
entity e = find(world, CBaseTrigger::m_strTargetName, m_strTarget);
if (e) {
angles = vectoangles(e.origin - origin);
angles_x *= -1;
}
}
Client_TriggerCamera(eActivator, origin, angles, m_flWait);
}
void trigger_camera::trigger_camera(void)
{
for (int i = 1; i < (tokenize(__fullspawndata) - 1); i += 2) {
switch (argv(i)) {
case "wait":
m_flWait = stof(argv(i + 1));
break;
default:
break;
}
}
CBaseTrigger::CBaseTrigger();
}