1 REGISTER_NET_LINKED(ENT_CLIENT_LADDER)
3 void func_ladder_touch(entity this)
11 if(!other.isplayermodel)
17 other.ladder_time = time + 0.1;
18 other.ladder_entity = self;
22 bool func_ladder_send(entity to, int sf)
24 WriteHeader(MSG_ENTITY, ENT_CLIENT_LADDER);
26 WriteString(MSG_ENTITY, self.classname);
27 WriteByte(MSG_ENTITY, self.skin);
28 WriteCoord(MSG_ENTITY, self.speed);
30 trigger_common_write(self, false);
35 void func_ladder_link(entity this)
37 this.SendEntity = func_ladder_send;
38 this.SendFlags = 0xFFFFFF;
39 //this.model = "null";
42 void func_ladder_init(entity this)
44 settouch(this, func_ladder_touch);
47 func_ladder_link(this);
50 spawnfunc(func_ladder)
52 func_ladder_init(this);
57 func_ladder_init(this);
63 void func_ladder_remove(entity this)
65 if(this.classname) { strunzone(this.classname); }
66 this.classname = string_null;
69 NET_HANDLE(ENT_CLIENT_LADDER, bool isnew)
71 this.classname = strzone(ReadString());
72 this.skin = ReadByte();
73 this.speed = ReadCoord();
75 trigger_common_read(this, false);
77 this.solid = SOLID_TRIGGER;
78 settouch(this, func_ladder_touch);
79 this.drawmask = MASK_NORMAL;
80 this.move_time = time;
81 this.entremove = func_ladder_remove;