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playerstart.h rename
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code/game/playerstart.cpp
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code/game/playerstart.cpp
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/*
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===========================================================================
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Copyright (C) 2015 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// PlayerStart.cpp: Player start location entity declarations
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//
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#include "g_local.h"
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#include "entity.h"
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#include "trigger.h"
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#include "playerstart.h"
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/*****************************************************************************/
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/*QUAKED info_player_start (0.75 0.75 0) (-16 -16 0) (16 16 96)
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The normal starting point for a level.
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"angle" - the direction the player should face
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"thread" - the thread that should be called when spawned at this position
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******************************************************************************/
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Event EV_PlayerStart_EnableSpawn
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(
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"enablespawn",
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EV_DEFAULT,
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NULL,
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NULL,
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"allows spawning from this spawnpoint"
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);
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Event EV_PlayerStart_DisableSpawn
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(
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"disablespawn",
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EV_DEFAULT,
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NULL,
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NULL,
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"forbids spawning from this spawnpoint"
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);
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Event EV_PlayerStart_DeleteOnSpawn
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(
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"deletespawn",
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EV_DEFAULT,
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NULL,
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NULL,
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"delete this spawnpoint when spawning from this spawnpoint"
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);
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Event EV_PlayerStart_KeepOnSpawn
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(
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"keepspawn",
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EV_DEFAULT,
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NULL,
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NULL,
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"keep this spawnpoint when spawning from this spawnpoint"
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);
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CLASS_DECLARATION( SimpleArchivedEntity, PlayerStart, "info_player_start" )
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{
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{ &EV_SetAngle, &PlayerStart::SetAngle },
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{ &EV_PlayerStart_EnableSpawn, &PlayerStart::EventEnableSpawn },
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{ &EV_PlayerStart_DisableSpawn, &PlayerStart::EventDisableSpawn },
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{ &EV_PlayerStart_DeleteOnSpawn, &PlayerStart::EventDeleteOnSpawn },
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{ &EV_PlayerStart_KeepOnSpawn, &PlayerStart::EventKeepOnSpawn },
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{ NULL, NULL }
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};
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PlayerStart::PlayerStart()
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{
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m_bForbidSpawns = false;
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m_bDeleteOnSpawn = false;
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}
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void PlayerStart::SetAngle
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(
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Event *ev
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)
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{
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angles = Vector( 0, ev->GetFloat( 1 ), 0 );
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}
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void PlayerStart::EventEnableSpawn
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(
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Event *ev
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)
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{
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m_bForbidSpawns = false;
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}
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void PlayerStart::EventDisableSpawn
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(
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Event *ev
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)
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{
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m_bForbidSpawns = true;
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}
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void PlayerStart::EventDeleteOnSpawn
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(
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Event *ev
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)
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{
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m_bDeleteOnSpawn = true;
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}
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void PlayerStart::EventKeepOnSpawn
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(
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Event *ev
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)
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{
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m_bDeleteOnSpawn = false;
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}
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/*****************************************************************************/
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/* saved out by quaked in region mode
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******************************************************************************/
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CLASS_DECLARATION( PlayerStart, TestPlayerStart, "testplayerstart" )
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{
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{ NULL, NULL }
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};
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/*****************************************************************************/
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/*QUAKED info_player_deathmatch (0.75 0.75 1) (-16 -16 0) (16 16 96)
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potential spawning position for deathmatch games
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"angle" - the direction the player should face
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"thread" - the thread that should be called when spawned at this position
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"arena" - the arena that this start point is located in
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******************************************************************************/
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CLASS_DECLARATION( PlayerStart, PlayerDeathmatchStart, "info_player_deathmatch" )
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{
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{ NULL, NULL }
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};
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/*****************************************************************************/
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/*QUAKED info_player_allied (0.75 0.75 1) (-16 -16 0) (16 16 96)
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potential spawning position for an allied player in a team games... ignored for FFA.
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"angle" - the direction the player should face
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"thread" - the thread that should be called when spawned at this position
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"arena" - the arena that this start point is located in
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******************************************************************************/
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CLASS_DECLARATION( PlayerDeathmatchStart, PlayerAlliedDeathmatchStart, "info_player_allied" )
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{
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{ NULL, NULL }
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};
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/*****************************************************************************/
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/*QUAKED info_player_axis (0.75 0.75 1) (-16 -16 0) (16 16 96)
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potential spawning position for an axis player in a team games... ignored for FFA.
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"angle" - the direction the player should face
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"thread" - the thread that should be called when spawned at this position
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"arena" - the arena that this start point is located in
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******************************************************************************/
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CLASS_DECLARATION( PlayerDeathmatchStart, PlayerAxisDeathmatchStart, "info_player_axis" )
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{
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{ NULL, NULL }
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};
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/*****************************************************************************/
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/*QUAKED info_player_intermission (0.75 0.75 0) (-16 -16 0) (16 16 96)
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viewing point in between deathmatch levels
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******************************************************************************/
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CLASS_DECLARATION( Camera, PlayerIntermission, "info_player_intermission" )
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{
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{ NULL, NULL }
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};
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PlayerIntermission::PlayerIntermission
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(
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)
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{
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currentstate.watch.watchPath = false;
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}
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