1717 lines
47 KiB
C++
1717 lines
47 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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/*
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===== buttons.cpp ========================================================
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button-related code
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*/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "saverestore.h"
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#include "doors.h"
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#define SF_BUTTON_DONTMOVE 1
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#define SF_ROTBUTTON_NOTSOLID 1
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#define SF_BUTTON_ONLYDIRECT 16 //LRC - button can't be used through walls.
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#define SF_BUTTON_TOGGLE 32 // button stays pushed until reactivated
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#define SF_BUTTON_SPARK_IF_OFF 64 // button sparks in OFF state
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#define SF_BUTTON_NOT_SOLID 128 // button isn't solid
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#define SF_BUTTON_TOUCH_ONLY 256 // button must be touched to be used.
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#define SF_BUTTON_USEKEY 512 // change the reaction of the button to the USE key.
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// (i.e. if it's meant to be ignored, don't ignore it; otherwise ignore it.)
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#define SF_GLOBAL_SET 1 // Set global state to initial state on spawn
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class CEnvGlobal : public CPointEntity
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{
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public:
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void Spawn( void );
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void KeyValue( KeyValueData *pkvd );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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string_t m_globalstate;
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int m_triggermode;
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int m_initialstate;
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};
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TYPEDESCRIPTION CEnvGlobal::m_SaveData[] =
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{
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DEFINE_FIELD( CEnvGlobal, m_globalstate, FIELD_STRING ),
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DEFINE_FIELD( CEnvGlobal, m_triggermode, FIELD_INTEGER ),
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DEFINE_FIELD( CEnvGlobal, m_initialstate, FIELD_INTEGER ),
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};
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IMPLEMENT_SAVERESTORE( CEnvGlobal, CBaseEntity );
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LINK_ENTITY_TO_CLASS( env_global, CEnvGlobal );
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void CEnvGlobal::KeyValue( KeyValueData *pkvd )
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{
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pkvd->fHandled = TRUE;
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if ( FStrEq(pkvd->szKeyName, "globalstate") ) // State name
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m_globalstate = ALLOC_STRING( pkvd->szValue );
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else if ( FStrEq(pkvd->szKeyName, "triggermode") )
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m_triggermode = atoi( pkvd->szValue );
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else if ( FStrEq(pkvd->szKeyName, "initialstate") )
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m_initialstate = atoi( pkvd->szValue );
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else
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CPointEntity::KeyValue( pkvd );
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}
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void CEnvGlobal::Spawn( void )
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{
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if ( !m_globalstate )
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{
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REMOVE_ENTITY( ENT(pev) );
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return;
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}
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if ( FBitSet( pev->spawnflags, SF_GLOBAL_SET ) )
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{
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if ( !gGlobalState.EntityInTable( m_globalstate ) )
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gGlobalState.EntityAdd( m_globalstate, gpGlobals->mapname, (GLOBALESTATE)m_initialstate );
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}
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}
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void CEnvGlobal::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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GLOBALESTATE oldState = gGlobalState.EntityGetState( m_globalstate );
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GLOBALESTATE newState;
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if( useType == USE_ON )
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{
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newState = GLOBAL_ON;
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}
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else if( useType == USE_OFF )
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{
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newState = GLOBAL_OFF;
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}
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else
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{
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switch( m_triggermode )
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{
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case 0:
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newState = GLOBAL_OFF;
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break;
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case 1:
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newState = GLOBAL_ON;
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break;
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case 2:
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newState = GLOBAL_DEAD;
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break;
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default:
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case 3:
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if ( oldState == GLOBAL_ON )
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newState = GLOBAL_OFF;
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else if ( oldState == GLOBAL_OFF )
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newState = GLOBAL_ON;
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else
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newState = oldState;
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}
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}
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if ( gGlobalState.EntityInTable( m_globalstate ) )
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gGlobalState.EntitySetState( m_globalstate, newState );
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else
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gGlobalState.EntityAdd( m_globalstate, gpGlobals->mapname, newState );
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}
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//==================================================
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//LRC- a simple entity, just maintains a state
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//==================================================
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#define SF_ENVSTATE_START_ON 1
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#define SF_ENVSTATE_DEBUG 2
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class CEnvState : public CPointEntity
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{
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public:
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void Spawn( void );
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void Think( void );
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void KeyValue( KeyValueData *pkvd );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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BOOL IsLockedByMaster( void ) { return !UTIL_IsMasterTriggered(m_sMaster, NULL); };
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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virtual STATE GetState() { return m_iState; }
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static TYPEDESCRIPTION m_SaveData[];
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STATE m_iState;
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float m_fTurnOnTime;
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float m_fTurnOffTime;
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int m_sMaster;
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};
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void CEnvState::Spawn( void )
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{
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if (pev->spawnflags & SF_ENVSTATE_START_ON)
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m_iState = STATE_ON;
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else
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m_iState = STATE_OFF;
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}
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TYPEDESCRIPTION CEnvState::m_SaveData[] =
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{
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DEFINE_FIELD( CEnvState, m_iState, FIELD_INTEGER ),
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DEFINE_FIELD( CEnvState, m_fTurnOnTime, FIELD_INTEGER ),
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DEFINE_FIELD( CEnvState, m_fTurnOffTime, FIELD_INTEGER ),
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DEFINE_FIELD( CEnvState, m_sMaster, FIELD_STRING ),
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};
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IMPLEMENT_SAVERESTORE( CEnvState, CPointEntity );
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LINK_ENTITY_TO_CLASS( env_state, CEnvState );
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void CEnvState::KeyValue( KeyValueData *pkvd )
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{
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pkvd->fHandled = TRUE;
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if ( FStrEq(pkvd->szKeyName, "turnontime") )
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m_fTurnOnTime = atof( pkvd->szValue );
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else if ( FStrEq(pkvd->szKeyName, "turnofftime") )
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m_fTurnOffTime = atof( pkvd->szValue );
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else if ( FStrEq(pkvd->szKeyName, "master") )
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m_sMaster = ALLOC_STRING( pkvd->szValue );
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else
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CPointEntity::KeyValue( pkvd );
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}
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void CEnvState::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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if (!ShouldToggle(useType) || IsLockedByMaster())
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{
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if (pev->spawnflags & SF_ENVSTATE_DEBUG)
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{
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ALERT(at_debug,"DEBUG: env_state \"%s\" ",STRING(pev->targetname));
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if (IsLockedByMaster())
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ALERT(at_debug,"ignored trigger %s; locked by master \"%s\".\n",GetStringForUseType(useType),STRING(m_sMaster));
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else if (useType == USE_ON)
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ALERT(at_debug,"ignored trigger USE_ON; already on\n");
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else if (useType == USE_OFF)
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ALERT(at_debug,"ignored trigger USE_OFF; already off\n");
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else
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ALERT(at_debug,"ignored trigger %s.\n",GetStringForUseType(useType));
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}
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return;
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}
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switch (GetState())
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{
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case STATE_ON:
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case STATE_TURN_ON:
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if (m_fTurnOffTime)
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{
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m_iState = STATE_TURN_OFF;
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if (pev->spawnflags & SF_ENVSTATE_DEBUG)
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{
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ALERT(at_debug,"DEBUG: env_state \"%s\" triggered; will turn off in %f seconds.\n", STRING(pev->targetname), m_fTurnOffTime);
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}
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SetNextThink( m_fTurnOffTime );
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}
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else
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{
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m_iState = STATE_OFF;
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if (pev->spawnflags & SF_ENVSTATE_DEBUG)
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{
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ALERT(at_debug,"DEBUG: env_state \"%s\" triggered, turned off", STRING(pev->targetname));
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if (pev->target)
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{
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ALERT(at_debug,": firing \"%s\"",STRING(pev->target));
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if (pev->noise2)
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ALERT(at_debug," and \"%s\"",STRING(pev->noise2));
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}
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else if (pev->noise2)
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ALERT(at_debug,": firing \"%s\"",STRING(pev->noise2));
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ALERT(at_debug,".\n");
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}
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FireTargets(STRING(pev->target),pActivator,this,USE_OFF,0);
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FireTargets(STRING(pev->noise2),pActivator,this,USE_TOGGLE,0);
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DontThink();
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}
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break;
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case STATE_OFF:
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case STATE_TURN_OFF:
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if (m_fTurnOnTime)
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{
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m_iState = STATE_TURN_ON;
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if (pev->spawnflags & SF_ENVSTATE_DEBUG)
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{
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ALERT(at_debug,"DEBUG: env_state \"%s\" triggered; will turn on in %f seconds.\n", STRING(pev->targetname), m_fTurnOnTime);
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}
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SetNextThink( m_fTurnOnTime );
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}
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else
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{
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m_iState = STATE_ON;
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if (pev->spawnflags & SF_ENVSTATE_DEBUG)
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{
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ALERT(at_debug,"DEBUG: env_state \"%s\" triggered, turned on",STRING(pev->targetname));
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if (pev->target)
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{
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ALERT(at_debug,": firing \"%s\"",STRING(pev->target));
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if (pev->noise1)
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ALERT(at_debug," and \"%s\"",STRING(pev->noise1));
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}
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else if (pev->noise1)
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ALERT(at_debug,": firing \"%s\"", STRING(pev->noise1));
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ALERT(at_debug,".\n");
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}
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FireTargets(STRING(pev->target),pActivator,this,USE_ON,0);
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FireTargets(STRING(pev->noise1),pActivator,this,USE_TOGGLE,0);
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DontThink();
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}
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break;
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}
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}
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void CEnvState::Think( void )
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{
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if (m_iState == STATE_TURN_ON)
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{
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m_iState = STATE_ON;
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if (pev->spawnflags & SF_ENVSTATE_DEBUG)
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{
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ALERT(at_debug,"DEBUG: env_state \"%s\" turned itself on",STRING(pev->targetname));
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if (pev->target)
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{
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ALERT(at_debug,": firing %s",STRING(pev->target));
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if (pev->noise1)
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ALERT(at_debug," and %s",STRING(pev->noise1));
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}
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else if (pev->noise1)
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ALERT(at_debug,": firing %s",STRING(pev->noise1));
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ALERT(at_debug,".\n");
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}
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FireTargets(STRING(pev->target),this,this,USE_ON,0);
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FireTargets(STRING(pev->noise1),this,this,USE_TOGGLE,0);
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}
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else if (m_iState == STATE_TURN_OFF)
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{
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m_iState = STATE_OFF;
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if (pev->spawnflags & SF_ENVSTATE_DEBUG)
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{
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ALERT(at_debug,"DEBUG: env_state \"%s\" turned itself off",STRING(pev->targetname));
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if (pev->target)
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ALERT(at_debug,": firing %s",STRING(pev->target));
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if (pev->noise2)
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ALERT(at_debug," and %s",STRING(pev->noise2));
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else if (pev->noise2)
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ALERT(at_debug,": firing %s",STRING(pev->noise2));
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ALERT(at_debug,".\n");
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}
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FireTargets(STRING(pev->target),this,this,USE_OFF,0);
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FireTargets(STRING(pev->noise2),this,this,USE_TOGGLE,0);
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}
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}
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//===========================
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//LRC- the evil multisource...
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//===========================
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TYPEDESCRIPTION CMultiSource::m_SaveData[] =
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{
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//!!!BUGBUG FIX
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DEFINE_ARRAY( CMultiSource, m_rgEntities, FIELD_EHANDLE, MS_MAX_TARGETS ),
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DEFINE_ARRAY( CMultiSource, m_rgTriggered, FIELD_INTEGER, MS_MAX_TARGETS ),
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DEFINE_FIELD( CMultiSource, m_iTotal, FIELD_INTEGER ),
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DEFINE_FIELD( CMultiSource, m_globalstate, FIELD_STRING ),
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};
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IMPLEMENT_SAVERESTORE( CMultiSource, CBaseEntity );
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LINK_ENTITY_TO_CLASS( multisource, CMultiSource );
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//
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// Cache user-entity-field values until spawn is called.
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//
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void CMultiSource::KeyValue( KeyValueData *pkvd )
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{
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if ( FStrEq(pkvd->szKeyName, "style") ||
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FStrEq(pkvd->szKeyName, "height") ||
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FStrEq(pkvd->szKeyName, "killtarget") ||
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FStrEq(pkvd->szKeyName, "value1") ||
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FStrEq(pkvd->szKeyName, "value2") ||
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FStrEq(pkvd->szKeyName, "value3"))
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pkvd->fHandled = TRUE;
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else if ( FStrEq(pkvd->szKeyName, "globalstate") )
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{
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m_globalstate = ALLOC_STRING( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else
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CPointEntity::KeyValue( pkvd );
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}
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#define SF_MULTI_FIREONCLOSE 1
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#define SF_MULTI_INIT 2
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void CMultiSource::Spawn()
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{
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// set up think for later registration
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pev->solid = SOLID_NOT;
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pev->movetype = MOVETYPE_NONE;
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SetNextThink( 0.1 );
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pev->spawnflags |= SF_MULTI_INIT; // Until it's initialized
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SetThink(&CMultiSource::Register);
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}
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void CMultiSource::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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int i = 0;
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// Find the entity in our list
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while (i < m_iTotal)
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if ( m_rgEntities[i++] == pCaller )
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break;
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// if we didn't find it, report error and leave
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if (i > m_iTotal)
|
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{
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if (pCaller->pev->targetname)
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ALERT(at_debug, "multisource \"%s\": Used by non-member %s \"%s\"\n", STRING(pev->targetname), STRING(pCaller->pev->classname), STRING(pCaller->pev->targetname));
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else
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ALERT(at_debug, "multisource \"%s\": Used by non-member %s\n", STRING(pev->targetname), STRING(pCaller->pev->classname));
|
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return;
|
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}
|
||
|
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// CONSIDER: a Use input to the multisource always toggles. Could check useType for ON/OFF/TOGGLE
|
||
// LRC- On could be meaningful. Off, sadly, can't work in the obvious manner.
|
||
// LRC (09/06/01)- er... why not?
|
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// LRC (28/04/02)- that depends what the "obvious" manner is.
|
||
|
||
// store the state before the change, so we can compare it to the new state
|
||
STATE s = GetState();
|
||
|
||
// do the change
|
||
m_rgTriggered[i-1] ^= 1;
|
||
|
||
// did we change state?
|
||
if ( s == GetState() )
|
||
return;
|
||
|
||
if ( s == STATE_ON && pev->netname)
|
||
{
|
||
// the change disabled me and I have a "fire on disable" field
|
||
ALERT( at_aiconsole, "Multisource %s deactivated (%d inputs)\n", STRING(pev->targetname), m_iTotal );
|
||
if ( m_globalstate )
|
||
FireTargets( STRING(pev->netname), NULL, this, USE_OFF, 0 );
|
||
else
|
||
FireTargets( STRING(pev->netname), NULL, this, USE_TOGGLE, 0 );
|
||
}
|
||
else if ( s == STATE_OFF )
|
||
{
|
||
// the change activated me
|
||
ALERT( at_aiconsole, "Multisource %s enabled (%d inputs)\n", STRING(pev->targetname), m_iTotal );
|
||
USE_TYPE useType = USE_TOGGLE;
|
||
if ( m_globalstate )
|
||
useType = USE_ON;
|
||
SUB_UseTargets( NULL, useType, 0 );
|
||
}
|
||
}
|
||
|
||
|
||
//LRC- while we're in STATE_OFF, mastered entities can't do anything.
|
||
STATE CMultiSource::GetState( void )
|
||
{
|
||
// Is everything triggered?
|
||
int i = 0;
|
||
|
||
// Still initializing?
|
||
if ( pev->spawnflags & SF_MULTI_INIT )
|
||
return STATE_OFF;
|
||
|
||
while (i < m_iTotal)
|
||
{
|
||
if (m_rgTriggered[i] == 0)
|
||
break;
|
||
i++;
|
||
}
|
||
|
||
if (i == m_iTotal)
|
||
{
|
||
if ( !m_globalstate || gGlobalState.EntityGetState( m_globalstate ) == GLOBAL_ON )
|
||
return STATE_ON;
|
||
}
|
||
|
||
return STATE_OFF;
|
||
}
|
||
/*
|
||
void CMultiSource::Register(void)
|
||
{
|
||
edict_t *pentTarget = NULL;
|
||
|
||
m_iTotal = 0;
|
||
memset( m_rgEntities, 0, MS_MAX_TARGETS * sizeof(EHANDLE) );
|
||
|
||
SetThink(&CMultiSource::SUB_DoNothing);
|
||
|
||
// search for all entities which target this multisource (pev->targetname)
|
||
|
||
pentTarget = FIND_ENTITY_BY_STRING(NULL, "target", STRING(pev->targetname));
|
||
|
||
while (!FNullEnt(pentTarget) && (m_iTotal < MS_MAX_TARGETS))
|
||
{
|
||
CBaseEntity *pTarget = CBaseEntity::Instance(pentTarget);
|
||
if ( pTarget )
|
||
m_rgEntities[m_iTotal++] = pTarget;
|
||
|
||
pentTarget = FIND_ENTITY_BY_STRING( pentTarget, "target", STRING(pev->targetname));
|
||
}
|
||
|
||
pentTarget = FIND_ENTITY_BY_STRING(NULL, "classname", "multi_manager");
|
||
while (!FNullEnt(pentTarget) && (m_iTotal < MS_MAX_TARGETS))
|
||
{
|
||
CBaseEntity *pTarget = CBaseEntity::Instance(pentTarget);
|
||
if ( pTarget && pTarget->HasTarget(pev->targetname) )
|
||
m_rgEntities[m_iTotal++] = pTarget;
|
||
|
||
pentTarget = FIND_ENTITY_BY_STRING( pentTarget, "classname", "multi_manager" );
|
||
}
|
||
|
||
pev->spawnflags &= ~SF_MULTI_INIT;
|
||
}
|
||
*/
|
||
void CMultiSource::Register(void)
|
||
{
|
||
m_iTotal = 0;
|
||
memset( m_rgEntities, 0, MS_MAX_TARGETS * sizeof(EHANDLE) );
|
||
|
||
SetThink(&CMultiSource::SUB_DoNothing);
|
||
|
||
// search for all entities which target this multisource (pev->targetname)
|
||
|
||
CBaseEntity *pTarget = UTIL_FindEntityByTarget( NULL, STRING(pev->targetname) );
|
||
while (pTarget && (m_iTotal < MS_MAX_TARGETS))
|
||
{
|
||
m_rgEntities[m_iTotal++] = pTarget;
|
||
|
||
pTarget = UTIL_FindEntityByTarget( pTarget, STRING(pev->targetname));
|
||
}
|
||
|
||
pTarget = UTIL_FindEntityByClassname(NULL, "multi_manager");
|
||
while (pTarget && (m_iTotal < MS_MAX_TARGETS))
|
||
{
|
||
if ( pTarget->HasTarget(pev->targetname) )
|
||
m_rgEntities[m_iTotal++] = pTarget;
|
||
|
||
pTarget = UTIL_FindEntityByClassname( pTarget, "multi_manager" );
|
||
}
|
||
|
||
if (m_iTotal >= MS_MAX_TARGETS)
|
||
{
|
||
ALERT(at_debug,"WARNING: There are too many entities targetting multisource \"%s\". (limit is %d)\n", STRING(pev->targetname), MS_MAX_TARGETS);
|
||
}
|
||
|
||
pev->spawnflags &= ~SF_MULTI_INIT;
|
||
}
|
||
|
||
//===================================
|
||
// func_button (= CBaseButton)
|
||
//===================================
|
||
|
||
//LRC - moved here from cbase.h to use the spawnflags defined in this file
|
||
// Buttons that don't take damage can be IMPULSE used
|
||
int CBaseButton::ObjectCaps( void )
|
||
{
|
||
return (CBaseToggle:: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) |
|
||
(pev->takedamage?0:FCAP_IMPULSE_USE) |
|
||
(pev->spawnflags & SF_BUTTON_ONLYDIRECT?FCAP_ONLYDIRECT_USE:0) |
|
||
(m_hide_use?FCAP_HIDE_USE:0); // Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> m_hide_use = 1.
|
||
}
|
||
|
||
TYPEDESCRIPTION CBaseButton::m_SaveData[] =
|
||
{
|
||
DEFINE_FIELD( CBaseButton, m_fStayPushed, FIELD_BOOLEAN ),
|
||
DEFINE_FIELD( CBaseButton, m_fRotating, FIELD_BOOLEAN ),
|
||
|
||
// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> m_hide_use.
|
||
DEFINE_FIELD( CBaseButton, m_hide_use, FIELD_INTEGER ),
|
||
|
||
DEFINE_FIELD( CBaseButton, m_sounds, FIELD_INTEGER ),
|
||
DEFINE_FIELD( CBaseButton, m_bLockedSound, FIELD_CHARACTER ),
|
||
DEFINE_FIELD( CBaseButton, m_bLockedSentence, FIELD_CHARACTER ),
|
||
DEFINE_FIELD( CBaseButton, m_bUnlockedSound, FIELD_CHARACTER ),
|
||
DEFINE_FIELD( CBaseButton, m_bUnlockedSentence, FIELD_CHARACTER ),
|
||
DEFINE_FIELD( CBaseButton, m_strChangeTarget, FIELD_STRING ),
|
||
// DEFINE_FIELD( CBaseButton, m_ls, FIELD_??? ), // This is restored in Precache()
|
||
};
|
||
|
||
|
||
IMPLEMENT_SAVERESTORE( CBaseButton, CBaseToggle );
|
||
|
||
void CBaseButton::Precache( void )
|
||
{
|
||
char *pszSound;
|
||
|
||
if ( FBitSet ( pev->spawnflags, SF_BUTTON_SPARK_IF_OFF ) )// this button should spark in OFF state
|
||
{
|
||
PRECACHE_SOUND ("buttons/spark1.wav");
|
||
PRECACHE_SOUND ("buttons/spark2.wav");
|
||
PRECACHE_SOUND ("buttons/spark3.wav");
|
||
PRECACHE_SOUND ("buttons/spark4.wav");
|
||
PRECACHE_SOUND ("buttons/spark5.wav");
|
||
PRECACHE_SOUND ("buttons/spark6.wav");
|
||
}
|
||
|
||
// get door button sounds, for doors which require buttons to open
|
||
|
||
if (m_bLockedSound)
|
||
{
|
||
pszSound = ButtonSound( (int)m_bLockedSound );
|
||
PRECACHE_SOUND(pszSound);
|
||
m_ls.sLockedSound = ALLOC_STRING(pszSound);
|
||
}
|
||
|
||
if (m_bUnlockedSound)
|
||
{
|
||
pszSound = ButtonSound( (int)m_bUnlockedSound );
|
||
PRECACHE_SOUND(pszSound);
|
||
m_ls.sUnlockedSound = ALLOC_STRING(pszSound);
|
||
}
|
||
|
||
// get sentence group names, for doors which are directly 'touched' to open
|
||
|
||
switch (m_bLockedSentence)
|
||
{
|
||
case 1: m_ls.sLockedSentence = MAKE_STRING("NA"); break; // access denied
|
||
case 2: m_ls.sLockedSentence = MAKE_STRING("ND"); break; // security lockout
|
||
case 3: m_ls.sLockedSentence = MAKE_STRING("NF"); break; // blast door
|
||
case 4: m_ls.sLockedSentence = MAKE_STRING("NFIRE"); break; // fire door
|
||
case 5: m_ls.sLockedSentence = MAKE_STRING("NCHEM"); break; // chemical door
|
||
case 6: m_ls.sLockedSentence = MAKE_STRING("NRAD"); break; // radiation door
|
||
case 7: m_ls.sLockedSentence = MAKE_STRING("NCON"); break; // gen containment
|
||
case 8: m_ls.sLockedSentence = MAKE_STRING("NH"); break; // maintenance door
|
||
case 9: m_ls.sLockedSentence = MAKE_STRING("NG"); break; // broken door
|
||
|
||
default: m_ls.sLockedSentence = 0; break;
|
||
}
|
||
|
||
switch (m_bUnlockedSentence)
|
||
{
|
||
case 1: m_ls.sUnlockedSentence = MAKE_STRING("EA"); break; // access granted
|
||
case 2: m_ls.sUnlockedSentence = MAKE_STRING("ED"); break; // security door
|
||
case 3: m_ls.sUnlockedSentence = MAKE_STRING("EF"); break; // blast door
|
||
case 4: m_ls.sUnlockedSentence = MAKE_STRING("EFIRE"); break; // fire door
|
||
case 5: m_ls.sUnlockedSentence = MAKE_STRING("ECHEM"); break; // chemical door
|
||
case 6: m_ls.sUnlockedSentence = MAKE_STRING("ERAD"); break; // radiation door
|
||
case 7: m_ls.sUnlockedSentence = MAKE_STRING("ECON"); break; // gen containment
|
||
case 8: m_ls.sUnlockedSentence = MAKE_STRING("EH"); break; // maintenance door
|
||
|
||
default: m_ls.sUnlockedSentence = 0; break;
|
||
}
|
||
}
|
||
|
||
//
|
||
// Cache user-entity-field values until spawn is called.
|
||
//
|
||
|
||
void CBaseButton::KeyValue( KeyValueData *pkvd )
|
||
{
|
||
if (FStrEq(pkvd->szKeyName, "changetarget"))
|
||
{
|
||
m_strChangeTarget = ALLOC_STRING(pkvd->szValue);
|
||
pkvd->fHandled = TRUE;
|
||
}
|
||
else if (FStrEq(pkvd->szKeyName, "locked_sound"))
|
||
{
|
||
m_bLockedSound = atof(pkvd->szValue);
|
||
pkvd->fHandled = TRUE;
|
||
}
|
||
else if (FStrEq(pkvd->szKeyName, "locked_sentence"))
|
||
{
|
||
m_bLockedSentence = atof(pkvd->szValue);
|
||
pkvd->fHandled = TRUE;
|
||
}
|
||
else if (FStrEq(pkvd->szKeyName, "unlocked_sound"))
|
||
{
|
||
m_bUnlockedSound = atof(pkvd->szValue);
|
||
pkvd->fHandled = TRUE;
|
||
}
|
||
else if (FStrEq(pkvd->szKeyName, "unlocked_sentence"))
|
||
{
|
||
m_bUnlockedSentence = atof(pkvd->szValue);
|
||
pkvd->fHandled = TRUE;
|
||
}
|
||
else if (FStrEq(pkvd->szKeyName, "sounds"))
|
||
{
|
||
m_sounds = atoi(pkvd->szValue);
|
||
pkvd->fHandled = TRUE;
|
||
}
|
||
// Wargon: hide_use <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>.
|
||
else if (FStrEq(pkvd->szKeyName, "hide_use"))
|
||
{
|
||
m_hide_use = atoi(pkvd->szValue);
|
||
pkvd->fHandled = TRUE;
|
||
}
|
||
else
|
||
CBaseToggle::KeyValue( pkvd );
|
||
}
|
||
|
||
//
|
||
// ButtonShot
|
||
//
|
||
int CBaseButton::TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType )
|
||
{
|
||
BUTTON_CODE code = ButtonResponseToTouch();
|
||
|
||
if ( code == BUTTON_NOTHING )
|
||
return 0;
|
||
// Temporarily disable the touch function, until movement is finished.
|
||
SetTouch( NULL );
|
||
|
||
m_hActivator = CBaseEntity::Instance( pevAttacker );
|
||
if ( m_hActivator == NULL )
|
||
return 0;
|
||
|
||
if ( code == BUTTON_RETURN )
|
||
{
|
||
EMIT_SOUND(ENT(pev), CHAN_VOICE, (char*)STRING(pev->noise), 1, ATTN_NORM);
|
||
|
||
// Toggle buttons fire when they get back to their "home" position
|
||
if ( !(pev->spawnflags & SF_BUTTON_TOGGLE) )
|
||
SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 );
|
||
ButtonReturn();
|
||
}
|
||
else // code == BUTTON_ACTIVATE
|
||
ButtonActivate( );
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*QUAKED func_button (0 .5 .8) ?
|
||
When a button is touched, it moves some distance in the direction of it's angle,
|
||
triggers all of it's targets, waits some time, then returns to it's original position
|
||
where it can be triggered again.
|
||
|
||
"angle" determines the opening direction
|
||
"target" all entities with a matching targetname will be used
|
||
"speed" override the default 40 speed
|
||
"wait" override the default 1 second wait (-1 = never return)
|
||
"lip" override the default 4 pixel lip remaining at end of move
|
||
"health" if set, the button must be killed instead of touched
|
||
"sounds"
|
||
0) steam metal
|
||
1) wooden clunk
|
||
2) metallic click
|
||
3) in-out
|
||
*/
|
||
LINK_ENTITY_TO_CLASS( func_button, CBaseButton );
|
||
|
||
|
||
void CBaseButton::Spawn( )
|
||
{
|
||
char *pszSound;
|
||
|
||
//----------------------------------------------------
|
||
//determine sounds for buttons
|
||
//a sound of 0 should not make a sound
|
||
//----------------------------------------------------
|
||
pszSound = ButtonSound( m_sounds );
|
||
PRECACHE_SOUND(pszSound);
|
||
pev->noise = ALLOC_STRING(pszSound);
|
||
|
||
Precache();
|
||
|
||
if ( FBitSet ( pev->spawnflags, SF_BUTTON_SPARK_IF_OFF ) )// this button should spark in OFF state
|
||
{
|
||
SetThink(&CBaseButton:: ButtonSpark );
|
||
SetNextThink( 0.5 );// no hurry, make sure everything else spawns
|
||
}
|
||
|
||
SetMovedir(pev);
|
||
|
||
pev->movetype = MOVETYPE_PUSH;
|
||
if ( FBitSet ( pev->spawnflags, SF_BUTTON_NOT_SOLID ) )
|
||
{
|
||
pev->solid = SOLID_NOT;
|
||
pev->skin = CONTENTS_EMPTY;
|
||
}
|
||
else
|
||
{
|
||
pev->solid = SOLID_BSP;
|
||
}
|
||
SET_MODEL(ENT(pev), STRING(pev->model));
|
||
|
||
//LRC
|
||
// if (m_iStyle >= 32) LIGHT_STYLE(m_iStyle, "z"); buz
|
||
// else if (m_iStyle <= -32) LIGHT_STYLE(-m_iStyle, "a");
|
||
|
||
if (pev->speed == 0)
|
||
pev->speed = 40;
|
||
|
||
if (pev->health > 0)
|
||
{
|
||
pev->takedamage = DAMAGE_YES;
|
||
}
|
||
|
||
if (m_flWait == 0)
|
||
m_flWait = 1;
|
||
if (m_flLip == 0)
|
||
m_flLip = 4;
|
||
|
||
m_toggle_state = TS_AT_BOTTOM;
|
||
m_vecPosition1 = pev->origin;
|
||
// Subtract 2 from size because the engine expands bboxes by 1 in all directions making the size too big
|
||
m_vecPosition2 = m_vecPosition1 + (pev->movedir * (fabs( pev->movedir.x * (pev->size.x-2) ) + fabs( pev->movedir.y * (pev->size.y-2) ) + fabs( pev->movedir.z * (pev->size.z-2) ) - m_flLip));
|
||
|
||
|
||
// Is this a non-moving button?
|
||
if ( ((m_vecPosition2 - m_vecPosition1).Length() < 1) || (pev->spawnflags & SF_BUTTON_DONTMOVE) )
|
||
m_vecPosition2 = m_vecPosition1;
|
||
|
||
m_fStayPushed = (m_flWait == -1 ? TRUE : FALSE);
|
||
m_fRotating = FALSE;
|
||
|
||
// if the button is flagged for USE button activation only, take away it's touch function and add a use function
|
||
|
||
if ( FBitSet ( pev->spawnflags, SF_BUTTON_TOUCH_ONLY ) ) // touchable button
|
||
{
|
||
SetTouch(&CBaseButton:: ButtonTouch );
|
||
if ( !FBitSet ( pev->spawnflags, SF_BUTTON_USEKEY ) )
|
||
SetUse(&CBaseButton:: ButtonUse_IgnorePlayer );
|
||
else
|
||
SetUse(&CBaseButton:: ButtonUse );
|
||
}
|
||
else
|
||
{
|
||
SetTouch ( NULL );
|
||
if ( FBitSet ( pev->spawnflags, SF_BUTTON_USEKEY ) )
|
||
SetUse(&CBaseButton:: ButtonUse_IgnorePlayer );
|
||
else
|
||
SetUse(&CBaseButton:: ButtonUse );
|
||
}
|
||
}
|
||
|
||
//LRC
|
||
void CBaseButton :: PostSpawn( void )
|
||
{
|
||
if (m_pMoveWith)
|
||
m_vecPosition1 = pev->origin - m_pMoveWith->pev->origin;
|
||
else
|
||
m_vecPosition1 = pev->origin;
|
||
// Subtract 2 from size because the engine expands bboxes by 1 in all directions
|
||
m_vecPosition2 = m_vecPosition1 + (pev->movedir * (fabs( pev->movedir.x * (pev->size.x-2) ) + fabs( pev->movedir.y * (pev->size.y-2) ) + fabs( pev->movedir.z * (pev->size.z-2) ) - m_flLip));
|
||
|
||
// Is this a non-moving button?
|
||
if ( ((m_vecPosition2 - m_vecPosition1).Length() < 1) || (pev->spawnflags & SF_BUTTON_DONTMOVE) )
|
||
m_vecPosition2 = m_vecPosition1;
|
||
}
|
||
|
||
// Button sound table.
|
||
// Also used by CBaseDoor to get 'touched' door lock/unlock sounds
|
||
|
||
char *ButtonSound( int sound )
|
||
{
|
||
char *pszSound;
|
||
|
||
switch ( sound )
|
||
{
|
||
case 0: pszSound = "common/null.wav"; break;
|
||
case 1: pszSound = "buttons/button1.wav"; break;
|
||
case 2: pszSound = "buttons/button2.wav"; break;
|
||
case 3: pszSound = "buttons/button3.wav"; break;
|
||
case 4: pszSound = "buttons/button4.wav"; break;
|
||
case 5: pszSound = "buttons/button5.wav"; break;
|
||
case 6: pszSound = "buttons/button6.wav"; break;
|
||
case 7: pszSound = "buttons/button7.wav"; break;
|
||
case 8: pszSound = "buttons/button8.wav"; break;
|
||
case 9: pszSound = "buttons/button9.wav"; break;
|
||
case 10: pszSound = "buttons/button10.wav"; break;
|
||
case 11: pszSound = "buttons/button11.wav"; break;
|
||
case 12: pszSound = "buttons/latchlocked1.wav"; break;
|
||
case 13: pszSound = "buttons/latchunlocked1.wav"; break;
|
||
case 14: pszSound = "buttons/lightswitch2.wav";break;
|
||
|
||
// next 6 slots reserved for any additional sliding button sounds we may add
|
||
|
||
case 21: pszSound = "buttons/lever1.wav"; break;
|
||
case 22: pszSound = "buttons/lever2.wav"; break;
|
||
case 23: pszSound = "buttons/lever3.wav"; break;
|
||
case 24: pszSound = "buttons/lever4.wav"; break;
|
||
case 25: pszSound = "buttons/lever5.wav"; break;
|
||
|
||
default:pszSound = "buttons/button9.wav"; break;
|
||
}
|
||
|
||
return pszSound;
|
||
}
|
||
|
||
//
|
||
// Makes flagged buttons spark when turned off
|
||
//
|
||
|
||
void DoSpark(entvars_t *pev, const Vector &location )
|
||
{
|
||
Vector tmp = location + pev->size * 0.5;
|
||
UTIL_Sparks( tmp );
|
||
|
||
float flVolume = RANDOM_FLOAT ( 0.25 , 0.75 ) * 0.4;//random volume range
|
||
switch ( (int)(RANDOM_FLOAT(0,1) * 6) )
|
||
{
|
||
case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark1.wav", flVolume, ATTN_NORM); break;
|
||
case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark2.wav", flVolume, ATTN_NORM); break;
|
||
case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark3.wav", flVolume, ATTN_NORM); break;
|
||
case 3: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark4.wav", flVolume, ATTN_NORM); break;
|
||
case 4: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark5.wav", flVolume, ATTN_NORM); break;
|
||
case 5: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark6.wav", flVolume, ATTN_NORM); break;
|
||
}
|
||
}
|
||
|
||
void CBaseButton::ButtonSpark ( void )
|
||
{
|
||
SetThink(&CBaseButton:: ButtonSpark );
|
||
SetNextThink( 0.1 + RANDOM_FLOAT ( 0, 1.5 ) );// spark again at random interval
|
||
|
||
DoSpark( pev, pev->mins );
|
||
}
|
||
|
||
|
||
//
|
||
// Button's Use function
|
||
//
|
||
void CBaseButton::ButtonUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||
{
|
||
// Ignore touches if button is moving, or pushed-in and waiting to auto-come-out.
|
||
// UNDONE: Should this use ButtonResponseToTouch() too?
|
||
if (m_toggle_state == TS_GOING_UP || m_toggle_state == TS_GOING_DOWN )
|
||
return;
|
||
|
||
m_hActivator = pActivator;
|
||
if ( m_toggle_state == TS_AT_TOP)
|
||
{
|
||
if (!m_fStayPushed && FBitSet(pev->spawnflags, SF_BUTTON_TOGGLE))
|
||
{
|
||
EMIT_SOUND(ENT(pev), CHAN_VOICE, (char*)STRING(pev->noise), 1, ATTN_NORM);
|
||
|
||
//SUB_UseTargets( m_eoActivator );
|
||
ButtonReturn();
|
||
}
|
||
}
|
||
else
|
||
ButtonActivate( );
|
||
}
|
||
|
||
//LRC - they had it set up so that a touch-only button couldn't even be triggered!?
|
||
void CBaseButton::ButtonUse_IgnorePlayer ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||
{
|
||
if ( !pCaller || !pCaller->IsPlayer() )
|
||
ButtonUse( pActivator, pCaller, useType, value );
|
||
}
|
||
|
||
CBaseButton::BUTTON_CODE CBaseButton::ButtonResponseToTouch( void )
|
||
{
|
||
// Ignore touches if button is moving, or pushed-in and waiting to auto-come-out.
|
||
if (m_toggle_state == TS_GOING_UP ||
|
||
m_toggle_state == TS_GOING_DOWN ||
|
||
(m_toggle_state == TS_AT_TOP && !m_fStayPushed && !FBitSet(pev->spawnflags, SF_BUTTON_TOGGLE) ) )
|
||
return BUTTON_NOTHING;
|
||
|
||
if (m_toggle_state == TS_AT_TOP)
|
||
{
|
||
if((FBitSet(pev->spawnflags, SF_BUTTON_TOGGLE) ) && !m_fStayPushed)
|
||
{
|
||
return BUTTON_RETURN;
|
||
}
|
||
}
|
||
else
|
||
return BUTTON_ACTIVATE;
|
||
|
||
return BUTTON_NOTHING;
|
||
}
|
||
|
||
|
||
//
|
||
// Touching a button simply "activates" it.
|
||
//
|
||
void CBaseButton:: ButtonTouch( CBaseEntity *pOther )
|
||
{
|
||
// Ignore touches by anything but players
|
||
if (!FClassnameIs(pOther->pev, "player"))
|
||
return;
|
||
|
||
m_hActivator = pOther;
|
||
|
||
BUTTON_CODE code = ButtonResponseToTouch();
|
||
|
||
if ( code == BUTTON_NOTHING )
|
||
return;
|
||
|
||
if (!UTIL_IsMasterTriggered(m_sMaster, pOther))
|
||
{
|
||
// play button locked sound
|
||
PlayLockSounds(pev, &m_ls, TRUE, TRUE);
|
||
return;
|
||
}
|
||
|
||
// Temporarily disable the touch function, until movement is finished.
|
||
SetTouch( NULL );
|
||
|
||
if ( code == BUTTON_RETURN )
|
||
{
|
||
EMIT_SOUND(ENT(pev), CHAN_VOICE, (char*)STRING(pev->noise), 1, ATTN_NORM);
|
||
SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 );
|
||
ButtonReturn();
|
||
}
|
||
else // code == BUTTON_ACTIVATE
|
||
ButtonActivate( );
|
||
}
|
||
|
||
//
|
||
// Starts the button moving "in/up".
|
||
//
|
||
void CBaseButton::ButtonActivate( )
|
||
{
|
||
EMIT_SOUND(ENT(pev), CHAN_VOICE, (char*)STRING(pev->noise), 1, ATTN_NORM);
|
||
|
||
if (!UTIL_IsMasterTriggered(m_sMaster, m_hActivator))
|
||
{
|
||
// button is locked, play locked sound
|
||
PlayLockSounds(pev, &m_ls, TRUE, TRUE);
|
||
return;
|
||
}
|
||
else
|
||
{
|
||
// button is unlocked, play unlocked sound
|
||
PlayLockSounds(pev, &m_ls, FALSE, TRUE);
|
||
}
|
||
|
||
ASSERT(m_toggle_state == TS_AT_BOTTOM);
|
||
m_toggle_state = TS_GOING_UP;
|
||
|
||
//LRC - unhelpfully, SF_BUTTON_DONTMOVE is the same value as
|
||
// SF_ROTBUTTON_NOTSOLID, so we have to assume that a rotbutton will
|
||
// never be DONTMOVE.
|
||
if (pev->spawnflags & SF_BUTTON_DONTMOVE && !m_fRotating)
|
||
{
|
||
TriggerAndWait();
|
||
}
|
||
else
|
||
{
|
||
SetMoveDone(&CBaseButton:: TriggerAndWait );
|
||
if (!m_fRotating)
|
||
LinearMove( m_vecPosition2, pev->speed);
|
||
else
|
||
AngularMove( m_vecAngle2, pev->speed);
|
||
}
|
||
}
|
||
|
||
//
|
||
// Button has reached the "in/up" position. Activate its "targets", and pause before "popping out".
|
||
//
|
||
void CBaseButton::TriggerAndWait( void )
|
||
{
|
||
ASSERT(m_toggle_state == TS_GOING_UP);
|
||
|
||
if (!UTIL_IsMasterTriggered(m_sMaster, m_hActivator))
|
||
return;
|
||
|
||
m_toggle_state = TS_AT_TOP;
|
||
|
||
pev->frame = 1; // use alternate textures
|
||
//LRC
|
||
// if (m_iStyle >= 32) LIGHT_STYLE(m_iStyle, "a"); buz
|
||
// else if (m_iStyle <= -32) LIGHT_STYLE(-m_iStyle, "z");
|
||
|
||
SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 );
|
||
|
||
if( m_fStayPushed && !FBitSet( pev->spawnflags, SF_BUTTON_TOGGLE ))
|
||
m_hide_use = 1; // button will stay forever
|
||
|
||
// If button automatically comes back out, start it moving out.
|
||
// Else re-instate touch method
|
||
if (m_fStayPushed || FBitSet ( pev->spawnflags, SF_BUTTON_TOGGLE ) )
|
||
{
|
||
if ( !FBitSet ( pev->spawnflags, SF_BUTTON_TOUCH_ONLY ) ) // this button only works if USED, not touched!
|
||
{
|
||
// ALL buttons are now use only
|
||
SetTouch ( NULL );
|
||
}
|
||
else
|
||
SetTouch(&CBaseButton:: ButtonTouch );
|
||
}
|
||
else
|
||
{
|
||
SetThink(&CBaseButton:: ButtonReturn );
|
||
if ( m_flWait )
|
||
{
|
||
SetNextThink( m_flWait );
|
||
}
|
||
else
|
||
{
|
||
ButtonReturn();
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
//
|
||
// Starts the button moving "out/down".
|
||
//
|
||
void CBaseButton::ButtonReturn( void )
|
||
{
|
||
ASSERT(m_toggle_state == TS_AT_TOP);
|
||
m_toggle_state = TS_GOING_DOWN;
|
||
|
||
pev->frame = 0; // use normal textures
|
||
|
||
//LRC
|
||
// if (m_iStyle >= 32) LIGHT_STYLE(m_iStyle, "z"); buz
|
||
// else if (m_iStyle <= -32) LIGHT_STYLE(-m_iStyle, "a");
|
||
|
||
if (pev->spawnflags & SF_BUTTON_DONTMOVE)
|
||
{
|
||
ButtonBackHome();
|
||
}
|
||
else
|
||
{
|
||
SetMoveDone(&CBaseButton:: ButtonBackHome );
|
||
if (!m_fRotating)
|
||
LinearMove( m_vecPosition1, pev->speed);
|
||
else
|
||
AngularMove( m_vecAngle1, pev->speed);
|
||
}
|
||
}
|
||
|
||
|
||
//
|
||
// Button has returned to start state. Quiesce it.
|
||
//
|
||
void CBaseButton::ButtonBackHome( void )
|
||
{
|
||
ASSERT(m_toggle_state == TS_GOING_DOWN);
|
||
m_toggle_state = TS_AT_BOTTOM;
|
||
|
||
if ( FBitSet(pev->spawnflags, SF_BUTTON_TOGGLE) )
|
||
{
|
||
//EMIT_SOUND(ENT(pev), CHAN_VOICE, (char*)STRING(pev->noise), 1, ATTN_NORM);
|
||
|
||
SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 );
|
||
}
|
||
|
||
|
||
if (!FStringNull(pev->target))
|
||
{
|
||
CBaseEntity *pTarget = NULL;
|
||
for (;;)
|
||
{
|
||
pTarget = UTIL_FindEntityByTargetname(pTarget, STRING(pev->target), m_hActivator);
|
||
|
||
if (FNullEnt(pTarget))
|
||
break;
|
||
|
||
if (!FClassnameIs(pTarget->pev, "multisource"))
|
||
// LRC- hmm... I see. On returning, a button will only turn off multisources.
|
||
continue;
|
||
|
||
pTarget->Use( m_hActivator, this, USE_TOGGLE, 0 );
|
||
}
|
||
}
|
||
|
||
// Re-instate touch method, movement cycle is complete.
|
||
if ( !FBitSet ( pev->spawnflags, SF_BUTTON_TOUCH_ONLY ) ) // this button only works if USED, not touched!
|
||
{
|
||
// All buttons are now use only
|
||
SetTouch ( NULL );
|
||
}
|
||
else
|
||
SetTouch(&CBaseButton:: ButtonTouch );
|
||
|
||
// reset think for a sparking button
|
||
if ( FBitSet ( pev->spawnflags, SF_BUTTON_SPARK_IF_OFF ) )
|
||
{
|
||
SetThink(&CBaseButton:: ButtonSpark );
|
||
SetNextThink( 0.5 );// no hurry.
|
||
}
|
||
else
|
||
{
|
||
DontThink();
|
||
}
|
||
}
|
||
|
||
|
||
|
||
//
|
||
// Rotating button (aka "lever")
|
||
//
|
||
class CRotButton : public CBaseButton
|
||
{
|
||
public:
|
||
void Spawn( void );
|
||
void PostSpawn( void ) {} // don't use the moveWith fix from CBaseButton
|
||
virtual void KeyValue( KeyValueData* pkvd);
|
||
};
|
||
|
||
LINK_ENTITY_TO_CLASS( func_rot_button, CRotButton );
|
||
|
||
void CRotButton::KeyValue( KeyValueData *pkvd )
|
||
{
|
||
if (FStrEq(pkvd->szKeyName, "axes"))
|
||
{
|
||
UTIL_StringToVector( (float*)(pev->movedir), pkvd->szValue );
|
||
pkvd->fHandled = TRUE;
|
||
}
|
||
else
|
||
CBaseButton::KeyValue( pkvd );
|
||
}
|
||
|
||
void CRotButton::Spawn( void )
|
||
{
|
||
char *pszSound;
|
||
//----------------------------------------------------
|
||
//determine sounds for buttons
|
||
//a sound of 0 should not make a sound
|
||
//----------------------------------------------------
|
||
pszSound = ButtonSound( m_sounds );
|
||
PRECACHE_SOUND(pszSound);
|
||
pev->noise = ALLOC_STRING(pszSound);
|
||
|
||
// set the axis of rotation
|
||
CBaseToggle::AxisDir( pev );
|
||
|
||
// check for clockwise rotation
|
||
if ( FBitSet (pev->spawnflags, SF_DOOR_ROTATE_BACKWARDS) )
|
||
pev->movedir = pev->movedir * -1;
|
||
|
||
pev->movetype = MOVETYPE_PUSH;
|
||
|
||
if ( pev->spawnflags & SF_ROTBUTTON_NOTSOLID )
|
||
pev->solid = SOLID_NOT;
|
||
else
|
||
pev->solid = SOLID_BSP;
|
||
|
||
SET_MODEL(ENT(pev), STRING(pev->model));
|
||
|
||
if (pev->speed == 0)
|
||
pev->speed = 40;
|
||
|
||
if (m_flWait == 0)
|
||
m_flWait = 1;
|
||
|
||
if (pev->health > 0)
|
||
{
|
||
pev->takedamage = DAMAGE_YES;
|
||
}
|
||
|
||
m_toggle_state = TS_AT_BOTTOM;
|
||
m_vecAngle1 = pev->angles;
|
||
m_vecAngle2 = pev->angles + pev->movedir * m_flMoveDistance;
|
||
ASSERTSZ(m_vecAngle1 != m_vecAngle2, "rotating button start/end positions are equal");
|
||
|
||
m_fStayPushed = (m_flWait == -1 ? TRUE : FALSE);
|
||
m_fRotating = TRUE;
|
||
|
||
// if the button is flagged for USE button activation only, take away it's touch function and add a use function
|
||
if ( !FBitSet ( pev->spawnflags, SF_BUTTON_TOUCH_ONLY ) )
|
||
{
|
||
SetTouch ( NULL );
|
||
if ( FBitSet ( pev->spawnflags, SF_BUTTON_USEKEY ) )
|
||
SetUse(&CRotButton:: ButtonUse_IgnorePlayer );
|
||
else
|
||
SetUse(&CRotButton:: ButtonUse );
|
||
}
|
||
else // touchable button
|
||
{
|
||
SetTouch(&CRotButton:: ButtonTouch );
|
||
if ( !FBitSet ( pev->spawnflags, SF_BUTTON_USEKEY ) )
|
||
SetUse(&CRotButton:: ButtonUse_IgnorePlayer );
|
||
else
|
||
SetUse(&CRotButton:: ButtonUse );
|
||
}
|
||
|
||
//SetTouch( ButtonTouch );
|
||
}
|
||
|
||
|
||
// Make this button behave like a door (HACKHACK)
|
||
// This will disable use and make the button solid
|
||
// rotating buttons were made SOLID_NOT by default since their were some
|
||
// collision problems with them...
|
||
#define SF_MOMENTARY_DOOR 0x0001
|
||
|
||
class CMomentaryRotButton : public CBaseToggle
|
||
{
|
||
public:
|
||
void Spawn ( void );
|
||
void KeyValue( KeyValueData *pkvd );
|
||
virtual int ObjectCaps( void )
|
||
{
|
||
int flags = CBaseToggle :: ObjectCaps() & (~FCAP_ACROSS_TRANSITION);
|
||
if ( pev->spawnflags & SF_MOMENTARY_DOOR )
|
||
return flags;
|
||
return flags | FCAP_CONTINUOUS_USE;
|
||
}
|
||
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||
void EXPORT Off( void );
|
||
void EXPORT Return( void );
|
||
void UpdateSelf( float value );
|
||
void UpdateSelfReturn( float value );
|
||
void UpdateAllButtons( float value, int start );
|
||
|
||
void PlaySound( void );
|
||
void UpdateTarget( float value );
|
||
|
||
static CMomentaryRotButton *Instance( edict_t *pent ) { return (CMomentaryRotButton *)GET_PRIVATE(pent);};
|
||
virtual int Save( CSave &save );
|
||
virtual int Restore( CRestore &restore );
|
||
|
||
static TYPEDESCRIPTION m_SaveData[];
|
||
|
||
int m_lastUsed;
|
||
int m_direction;
|
||
float m_returnSpeed;
|
||
vec3_t m_start;
|
||
vec3_t m_end;
|
||
int m_sounds;
|
||
};
|
||
TYPEDESCRIPTION CMomentaryRotButton::m_SaveData[] =
|
||
{
|
||
DEFINE_FIELD( CMomentaryRotButton, m_lastUsed, FIELD_INTEGER ),
|
||
DEFINE_FIELD( CMomentaryRotButton, m_direction, FIELD_INTEGER ),
|
||
DEFINE_FIELD( CMomentaryRotButton, m_returnSpeed, FIELD_FLOAT ),
|
||
DEFINE_FIELD( CMomentaryRotButton, m_start, FIELD_VECTOR ),
|
||
DEFINE_FIELD( CMomentaryRotButton, m_end, FIELD_VECTOR ),
|
||
DEFINE_FIELD( CMomentaryRotButton, m_sounds, FIELD_INTEGER ),
|
||
};
|
||
|
||
IMPLEMENT_SAVERESTORE( CMomentaryRotButton, CBaseToggle );
|
||
|
||
LINK_ENTITY_TO_CLASS( momentary_rot_button, CMomentaryRotButton );
|
||
|
||
void CMomentaryRotButton::Spawn( void )
|
||
{
|
||
CBaseToggle::AxisDir( pev );
|
||
|
||
if ( pev->speed == 0 )
|
||
pev->speed = 100;
|
||
|
||
if ( m_flMoveDistance < 0 )
|
||
{
|
||
m_start = pev->angles + pev->movedir * m_flMoveDistance;
|
||
m_end = pev->angles;
|
||
m_direction = 1; // This will toggle to -1 on the first use()
|
||
m_flMoveDistance = -m_flMoveDistance;
|
||
}
|
||
else
|
||
{
|
||
m_start = pev->angles;
|
||
m_end = pev->angles + pev->movedir * m_flMoveDistance;
|
||
m_direction = -1; // This will toggle to +1 on the first use()
|
||
}
|
||
|
||
if ( pev->spawnflags & SF_MOMENTARY_DOOR )
|
||
pev->solid = SOLID_BSP;
|
||
else
|
||
pev->solid = SOLID_NOT;
|
||
|
||
pev->movetype = MOVETYPE_PUSH;
|
||
UTIL_SetOrigin(this, pev->origin);
|
||
SET_MODEL(ENT(pev), STRING(pev->model) );
|
||
|
||
char *pszSound = ButtonSound( m_sounds );
|
||
PRECACHE_SOUND(pszSound);
|
||
pev->noise = ALLOC_STRING(pszSound);
|
||
m_lastUsed = 0;
|
||
}
|
||
|
||
void CMomentaryRotButton::KeyValue( KeyValueData *pkvd )
|
||
{
|
||
if (FStrEq(pkvd->szKeyName, "returnspeed"))
|
||
{
|
||
m_returnSpeed = atof(pkvd->szValue);
|
||
pkvd->fHandled = TRUE;
|
||
}
|
||
else if (FStrEq(pkvd->szKeyName, "sounds"))
|
||
{
|
||
m_sounds = atoi(pkvd->szValue);
|
||
pkvd->fHandled = TRUE;
|
||
}
|
||
else if (FStrEq(pkvd->szKeyName, "axes"))
|
||
{
|
||
UTIL_StringToVector((float*)(pev->movedir), pkvd->szValue);
|
||
pkvd->fHandled = TRUE;
|
||
}
|
||
else
|
||
CBaseToggle::KeyValue( pkvd );
|
||
}
|
||
|
||
void CMomentaryRotButton::PlaySound( void )
|
||
{
|
||
EMIT_SOUND(ENT(pev), CHAN_VOICE, (char*)STRING(pev->noise), 1, ATTN_NORM);
|
||
}
|
||
|
||
// BUGBUG: This design causes a latentcy. When the button is retriggered, the first impulse
|
||
// will send the target in the wrong direction because the parameter is calculated based on the
|
||
// current, not future position.
|
||
void CMomentaryRotButton::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||
{
|
||
if (IsLockedByMaster()) return; //LRC
|
||
// the distance between the current angle and the "base" angle.
|
||
pev->ideal_yaw = CBaseToggle::AxisDelta( pev->spawnflags, pev->angles, m_start ) / m_flMoveDistance;
|
||
|
||
UpdateAllButtons( pev->ideal_yaw, 1 );
|
||
|
||
float f = m_fNextThink - pev->ltime;
|
||
f = CBaseToggle::AxisDelta( pev->spawnflags, pev->angles + pev->avelocity*f, m_start ) / m_flMoveDistance;
|
||
// ALERT(at_console,"sending update = %f\n", f);
|
||
UpdateTarget( f );
|
||
}
|
||
|
||
void CMomentaryRotButton::UpdateAllButtons( float value, int start )
|
||
{
|
||
// Update all rot buttons attached to my target
|
||
// (this includes myself)
|
||
CBaseEntity *pTarget = NULL;
|
||
for (;;)
|
||
{
|
||
pTarget = UTIL_FindEntityByTarget(pTarget, STRING(pev->target));
|
||
if (FNullEnt(pTarget))
|
||
break;
|
||
|
||
if ( FClassnameIs( pTarget->pev, "momentary_rot_button" ) )
|
||
{
|
||
CMomentaryRotButton *pEntity = (CMomentaryRotButton*)pTarget;
|
||
if ( start )
|
||
pEntity->UpdateSelf( value );
|
||
else
|
||
pEntity->UpdateSelfReturn( value );
|
||
}
|
||
}
|
||
}
|
||
|
||
void CMomentaryRotButton::UpdateSelf( float value )
|
||
{
|
||
BOOL fplaysound = FALSE;
|
||
|
||
if ( !m_lastUsed )
|
||
{
|
||
fplaysound = TRUE;
|
||
m_direction = -m_direction;
|
||
}
|
||
m_lastUsed = 1;
|
||
|
||
SetNextThink( 0.1 );
|
||
|
||
//LRC check if we're outside the boundaries
|
||
if ( m_direction > 0 && value >= 1.0 )
|
||
{
|
||
pev->avelocity = g_vecZero;
|
||
pev->angles = m_end;
|
||
return;
|
||
}
|
||
else if ( m_direction < 0 && value <= 0 )
|
||
{
|
||
pev->avelocity = g_vecZero;
|
||
pev->angles = m_start;
|
||
return;
|
||
}
|
||
|
||
if (fplaysound)
|
||
PlaySound();
|
||
|
||
// HACKHACK -- If we're going slow, we'll get multiple player packets per frame;
|
||
// bump nexthink on each one to avoid stalling
|
||
//LRC- that is to say: our avelocity will get us to the target point in 0.1 secs.
|
||
// If we're being told to move further than that, wait that much longer.
|
||
if ( m_fNextThink < pev->ltime )
|
||
SetNextThink( 0.1 );
|
||
else
|
||
{
|
||
AbsoluteNextThink( m_fNextThink + 0.1 );
|
||
}
|
||
|
||
pev->avelocity = (m_direction * pev->speed) * pev->movedir;
|
||
SetThink(&CMomentaryRotButton:: Off );
|
||
}
|
||
|
||
void CMomentaryRotButton::UpdateTarget( float value )
|
||
{
|
||
if (!FStringNull(pev->target))
|
||
{
|
||
CBaseEntity* pTarget = NULL;
|
||
for (;;)
|
||
{
|
||
pTarget = UTIL_FindEntityByTargetname(pTarget, STRING(pev->target));
|
||
if ( !pTarget )
|
||
break;
|
||
pTarget->Use( this, this, USE_SET, value );
|
||
}
|
||
}
|
||
}
|
||
|
||
void CMomentaryRotButton::Off( void )
|
||
{
|
||
pev->avelocity = g_vecZero;
|
||
m_lastUsed = 0;
|
||
if ( FBitSet( pev->spawnflags, SF_PENDULUM_AUTO_RETURN ) && m_returnSpeed > 0 )
|
||
{
|
||
SetThink(&CMomentaryRotButton:: Return );
|
||
SetNextThink( 0.1 );
|
||
m_direction = -1;
|
||
}
|
||
else
|
||
SetThink( NULL );
|
||
}
|
||
|
||
void CMomentaryRotButton::Return( void )
|
||
{
|
||
float value = CBaseToggle::AxisDelta( pev->spawnflags, pev->angles, m_start ) / m_flMoveDistance;
|
||
|
||
UpdateAllButtons( value, 0 ); // This will end up calling UpdateSelfReturn() n times, but it still works right
|
||
if ( value > 0 )
|
||
UpdateTarget( value );
|
||
}
|
||
|
||
|
||
void CMomentaryRotButton::UpdateSelfReturn( float value )
|
||
{
|
||
if ( value <= 0 )
|
||
{
|
||
pev->avelocity = g_vecZero;
|
||
pev->angles = m_start;
|
||
DontThink();
|
||
SetThink( NULL );
|
||
}
|
||
else
|
||
{
|
||
pev->avelocity = -m_returnSpeed * pev->movedir;
|
||
SetNextThink( 0.1 );
|
||
}
|
||
}
|
||
|
||
|
||
//----------------------------------------------------------------
|
||
// Spark
|
||
//----------------------------------------------------------------
|
||
|
||
class CEnvSpark : public CPointEntity
|
||
{
|
||
public:
|
||
void Spawn(void);
|
||
void Precache(void);
|
||
void EXPORT SparkThink(void);
|
||
void EXPORT SparkWait(void);
|
||
void EXPORT SparkCyclic(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||
void EXPORT SparkStart(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||
void EXPORT SparkStop(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||
void KeyValue(KeyValueData *pkvd);
|
||
|
||
virtual int Save( CSave &save );
|
||
virtual int Restore( CRestore &restore );
|
||
|
||
static TYPEDESCRIPTION m_SaveData[];
|
||
|
||
float m_flDelay;
|
||
STATE m_iState; //LRC
|
||
virtual STATE GetState( void ) { return m_iState; };
|
||
};
|
||
|
||
|
||
TYPEDESCRIPTION CEnvSpark::m_SaveData[] =
|
||
{
|
||
DEFINE_FIELD( CEnvSpark, m_flDelay, FIELD_FLOAT),
|
||
DEFINE_FIELD( CEnvSpark, m_iState, FIELD_INTEGER), //LRC
|
||
};
|
||
|
||
IMPLEMENT_SAVERESTORE( CEnvSpark, CBaseEntity );
|
||
|
||
LINK_ENTITY_TO_CLASS(env_spark, CEnvSpark);
|
||
LINK_ENTITY_TO_CLASS(env_debris, CEnvSpark);
|
||
|
||
void CEnvSpark::Spawn(void)
|
||
{
|
||
SetThink( NULL );
|
||
SetUse( NULL );
|
||
|
||
if (FBitSet(pev->spawnflags, 16))
|
||
{
|
||
SetUse(&CEnvSpark::SparkCyclic);
|
||
}
|
||
else if (FBitSet(pev->spawnflags, 32)) // Use for on/off
|
||
{
|
||
if (FBitSet(pev->spawnflags, 64)) // Start on
|
||
{
|
||
SetThink(&CEnvSpark::SparkThink); // start sparking
|
||
SetUse(&CEnvSpark::SparkStop); // set up +USE to stop sparking
|
||
}
|
||
else
|
||
SetUse(&CEnvSpark::SparkStart);
|
||
}
|
||
else
|
||
SetThink(&CEnvSpark::SparkThink);
|
||
|
||
if (this->m_pfnThink)
|
||
{
|
||
SetNextThink( 0.1 + RANDOM_FLOAT ( 0, 1.5 ) );
|
||
|
||
if (m_flDelay <= 0)
|
||
m_flDelay = 1.5;
|
||
}
|
||
|
||
Precache( );
|
||
}
|
||
|
||
|
||
void CEnvSpark::Precache(void)
|
||
{
|
||
PRECACHE_SOUND( "buttons/spark1.wav" );
|
||
PRECACHE_SOUND( "buttons/spark2.wav" );
|
||
PRECACHE_SOUND( "buttons/spark3.wav" );
|
||
PRECACHE_SOUND( "buttons/spark4.wav" );
|
||
PRECACHE_SOUND( "buttons/spark5.wav" );
|
||
PRECACHE_SOUND( "buttons/spark6.wav" );
|
||
}
|
||
|
||
void CEnvSpark::KeyValue( KeyValueData *pkvd )
|
||
{
|
||
if (FStrEq(pkvd->szKeyName, "MaxDelay"))
|
||
{
|
||
m_flDelay = atof(pkvd->szValue);
|
||
pkvd->fHandled = TRUE;
|
||
}
|
||
else if ( FStrEq(pkvd->szKeyName, "style") ||
|
||
FStrEq(pkvd->szKeyName, "height") ||
|
||
FStrEq(pkvd->szKeyName, "killtarget") ||
|
||
FStrEq(pkvd->szKeyName, "value1") ||
|
||
FStrEq(pkvd->szKeyName, "value2") ||
|
||
FStrEq(pkvd->szKeyName, "value3"))
|
||
pkvd->fHandled = TRUE;
|
||
else
|
||
CBaseEntity::KeyValue( pkvd );
|
||
}
|
||
|
||
void EXPORT CEnvSpark::SparkCyclic(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||
{
|
||
if (m_pfnThink == NULL)
|
||
{
|
||
DoSpark( pev, pev->origin );
|
||
SetThink(&CEnvSpark:: SparkWait );
|
||
SetNextThink( m_flDelay );
|
||
}
|
||
else
|
||
{
|
||
SetThink(&CEnvSpark::SparkThink ); // if we're on SparkWait, change to actually spark at the specified time.
|
||
}
|
||
}
|
||
|
||
void EXPORT CEnvSpark::SparkWait(void)
|
||
{
|
||
SetThink( NULL );
|
||
}
|
||
|
||
void EXPORT CEnvSpark::SparkThink(void)
|
||
{
|
||
DoSpark( pev, pev->origin );
|
||
if (pev->spawnflags & 16)
|
||
{
|
||
SetThink( NULL );
|
||
}
|
||
else
|
||
{
|
||
SetNextThink( 0.1 + RANDOM_FLOAT (0, m_flDelay) );
|
||
}
|
||
}
|
||
|
||
void EXPORT CEnvSpark::SparkStart(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||
{
|
||
SetUse(&CEnvSpark::SparkStop);
|
||
SetThink(&CEnvSpark::SparkThink);
|
||
m_iState = STATE_ON; //LRC
|
||
SetNextThink( 0.1 + RANDOM_FLOAT ( 0, m_flDelay) );
|
||
}
|
||
|
||
void EXPORT CEnvSpark::SparkStop(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||
{
|
||
SetUse(&CEnvSpark::SparkStart);
|
||
SetThink(NULL);
|
||
m_iState = STATE_OFF; //LRC
|
||
}
|
||
|
||
#define SF_BTARGET_USE 0x0001
|
||
#define SF_BTARGET_ON 0x0002
|
||
|
||
class CButtonTarget : public CBaseEntity
|
||
{
|
||
public:
|
||
void Spawn( void );
|
||
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||
int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
|
||
int ObjectCaps( void );
|
||
|
||
};
|
||
|
||
LINK_ENTITY_TO_CLASS( button_target, CButtonTarget );
|
||
|
||
void CButtonTarget::Spawn( void )
|
||
{
|
||
pev->movetype = MOVETYPE_PUSH;
|
||
pev->solid = SOLID_BSP;
|
||
SET_MODEL(ENT(pev), STRING(pev->model));
|
||
pev->takedamage = DAMAGE_YES;
|
||
|
||
if ( FBitSet( pev->spawnflags, SF_BTARGET_ON ) )
|
||
pev->frame = 1;
|
||
}
|
||
|
||
void CButtonTarget::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||
{
|
||
if ( !ShouldToggle( useType, (int)pev->frame ) )
|
||
return;
|
||
pev->frame = 1-pev->frame;
|
||
if ( pev->frame )
|
||
SUB_UseTargets( pActivator, USE_ON, 0 );
|
||
else
|
||
SUB_UseTargets( pActivator, USE_OFF, 0 );
|
||
}
|
||
|
||
|
||
int CButtonTarget :: ObjectCaps( void )
|
||
{
|
||
int caps = CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION;
|
||
|
||
if ( FBitSet(pev->spawnflags, SF_BTARGET_USE) )
|
||
return caps | FCAP_IMPULSE_USE;
|
||
else
|
||
return caps;
|
||
}
|
||
|
||
|
||
int CButtonTarget::TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType )
|
||
{
|
||
Use( Instance(pevAttacker), this, USE_TOGGLE, 0 );
|
||
|
||
return 1;
|
||
}
|