1 REGISTER_NET_LINKED(ENT_CLIENT_LADDER)
3 void func_ladder_touch()
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()
38 self.SendEntity = func_ladder_send;
39 self.SendFlags = 0xFFFFFF;
40 //self.model = "null";
43 void func_ladder_init()
46 self.touch = func_ladder_touch;
52 spawnfunc(func_ladder)
65 void func_ladder_remove(entity this)
67 if(this.classname) { strunzone(this.classname); }
68 this.classname = string_null;
71 NET_HANDLE(ENT_CLIENT_LADDER, bool isnew)
73 self.classname = strzone(ReadString());
74 self.skin = ReadByte();
75 self.speed = ReadCoord();
77 trigger_common_read(false);
79 self.solid = SOLID_TRIGGER;
80 self.move_touch = func_ladder_touch;
81 self.drawmask = MASK_NORMAL;
82 self.move_time = time;
83 self.entremove = func_ladder_remove;