Fix bots waiting for a teamed item to spawn again once they got it (e.g. megas and...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / triggers / func / ladder.qc
1 #include "ladder.qh"
2 REGISTER_NET_LINKED(ENT_CLIENT_LADDER)
3
4 void func_ladder_touch(entity this, entity toucher)
5 {
6 #ifdef SVQC
7         if (!toucher.iscreature)
8                 return;
9         if(IS_VEHICLE(toucher))
10                 return;
11 #elif defined(CSQC)
12         if(!toucher.isplayermodel)
13                 return;
14 #endif
15
16         EXACTTRIGGER_TOUCH(this, toucher);
17
18         toucher.ladder_time = time + 0.1;
19         toucher.ladder_entity = this;
20 }
21
22 #ifdef SVQC
23 bool func_ladder_send(entity this, entity to, int sf)
24 {
25         WriteHeader(MSG_ENTITY, ENT_CLIENT_LADDER);
26
27         WriteString(MSG_ENTITY, this.classname);
28         WriteByte(MSG_ENTITY, this.skin);
29         WriteCoord(MSG_ENTITY, this.speed);
30
31         trigger_common_write(this, false);
32
33         return true;
34 }
35
36 void func_ladder_link(entity this)
37 {
38         trigger_link(this, func_ladder_send);
39         //this.model = "null";
40 }
41
42 void func_ladder_init(entity this)
43 {
44         settouch(this, func_ladder_touch);
45
46         trigger_init(this);
47         func_ladder_link(this);
48 }
49
50 spawnfunc(func_ladder)
51 {
52         IL_PUSH(g_ladders, this); // TODO: also func_water? bots currently loop through func_ladder only
53
54         func_ladder_init(this);
55 }
56
57 spawnfunc(func_water)
58 {
59         func_ladder_init(this);
60 }
61
62 #elif defined(CSQC)
63 .float speed;
64
65 void func_ladder_remove(entity this)
66 {
67         if(this.classname) { strunzone(this.classname); }
68         this.classname = string_null;
69 }
70
71 NET_HANDLE(ENT_CLIENT_LADDER, bool isnew)
72 {
73         this.classname = strzone(ReadString());
74         this.skin = ReadByte();
75         this.speed = ReadCoord();
76
77         trigger_common_read(this, false);
78
79         this.solid = SOLID_TRIGGER;
80         settouch(this, func_ladder_touch);
81         this.drawmask = MASK_NORMAL;
82         this.move_time = time;
83         this.entremove = func_ladder_remove;
84
85         return true;
86 }
87 #endif