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git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@16 67975925-1194-0748-b3d5-c16f83f1a3a1
1288 lines
34 KiB
C++
1288 lines
34 KiB
C++
/***
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*
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* Copyright (c) 1999, 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_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_TOUCH_ONLY 256 // button only fires as a result of USE key.
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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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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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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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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_INIT 1
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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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pev->nextthink = gpGlobals->time + 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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ALERT(at_console, "MultiSrc:Used by non member %s.\n", 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
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m_rgTriggered[i-1] ^= 1;
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//
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if ( IsTriggered( pActivator ) )
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{
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ALERT( at_aiconsole, "Multisource %s enabled (%d inputs)\n", STRING(pev->targetname), m_iTotal );
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USE_TYPE useType = USE_TOGGLE;
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if ( m_globalstate )
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useType = USE_ON;
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SUB_UseTargets( NULL, useType, 0 );
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}
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}
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BOOL CMultiSource::IsTriggered( CBaseEntity * )
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{
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// Is everything triggered?
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int i = 0;
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// Still initializing?
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if ( pev->spawnflags & SF_MULTI_INIT )
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return 0;
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while (i < m_iTotal)
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{
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if (m_rgTriggered[i] == 0)
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break;
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i++;
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}
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if (i == m_iTotal)
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{
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if ( !m_globalstate || gGlobalState.EntityGetState( m_globalstate ) == GLOBAL_ON )
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return 1;
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}
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return 0;
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}
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void CMultiSource::Register(void)
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{
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edict_t *pentTarget = NULL;
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m_iTotal = 0;
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memset( m_rgEntities, 0, MS_MAX_TARGETS * sizeof(EHANDLE) );
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SetThink(&CMultiSource::SUB_DoNothing);
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// search for all entities which target this multisource (pev->targetname)
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pentTarget = FIND_ENTITY_BY_STRING(NULL, "target", STRING(pev->targetname));
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while (!FNullEnt(pentTarget) && (m_iTotal < MS_MAX_TARGETS))
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{
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CBaseEntity *pTarget = CBaseEntity::Instance(pentTarget);
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if ( pTarget )
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m_rgEntities[m_iTotal++] = pTarget;
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pentTarget = FIND_ENTITY_BY_STRING( pentTarget, "target", STRING(pev->targetname));
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}
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pentTarget = FIND_ENTITY_BY_STRING(NULL, "classname", "multi_manager");
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while (!FNullEnt(pentTarget) && (m_iTotal < MS_MAX_TARGETS))
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{
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CBaseEntity *pTarget = CBaseEntity::Instance(pentTarget);
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if ( pTarget && pTarget->HasTarget(pev->targetname) )
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m_rgEntities[m_iTotal++] = pTarget;
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pentTarget = FIND_ENTITY_BY_STRING( pentTarget, "classname", "multi_manager" );
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}
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pev->spawnflags &= ~SF_MULTI_INIT;
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}
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// CBaseButton
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TYPEDESCRIPTION CBaseButton::m_SaveData[] =
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{
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DEFINE_FIELD( CBaseButton, m_fStayPushed, FIELD_BOOLEAN ),
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DEFINE_FIELD( CBaseButton, m_fRotating, FIELD_BOOLEAN ),
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DEFINE_FIELD( CBaseButton, m_sounds, FIELD_INTEGER ),
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DEFINE_FIELD( CBaseButton, m_bLockedSound, FIELD_CHARACTER ),
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DEFINE_FIELD( CBaseButton, m_bLockedSentence, FIELD_CHARACTER ),
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DEFINE_FIELD( CBaseButton, m_bUnlockedSound, FIELD_CHARACTER ),
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DEFINE_FIELD( CBaseButton, m_bUnlockedSentence, FIELD_CHARACTER ),
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DEFINE_FIELD( CBaseButton, m_strChangeTarget, FIELD_STRING ),
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// DEFINE_FIELD( CBaseButton, m_ls, FIELD_??? ), // This is restored in Precache()
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};
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IMPLEMENT_SAVERESTORE( CBaseButton, CBaseToggle );
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void CBaseButton::SaveDataForReset()
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{
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}
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void CBaseButton::ResetEntity()
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{
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}
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void CBaseButton::Precache( void )
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{
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char *pszSound;
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if ( FBitSet ( pev->spawnflags, SF_BUTTON_SPARK_IF_OFF ) )// this button should spark in OFF state
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{
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PRECACHE_SOUND ("buttons/spark1.wav");
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PRECACHE_SOUND ("buttons/spark2.wav");
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PRECACHE_SOUND ("buttons/spark3.wav");
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PRECACHE_SOUND ("buttons/spark4.wav");
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PRECACHE_SOUND ("buttons/spark5.wav");
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PRECACHE_SOUND ("buttons/spark6.wav");
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}
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// get door button sounds, for doors which require buttons to open
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if (m_bLockedSound)
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{
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pszSound = ButtonSound( (int)m_bLockedSound );
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PRECACHE_SOUND(pszSound);
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m_ls.sLockedSound = ALLOC_STRING(pszSound);
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}
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if (m_bUnlockedSound)
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{
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pszSound = ButtonSound( (int)m_bUnlockedSound );
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PRECACHE_SOUND(pszSound);
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m_ls.sUnlockedSound = ALLOC_STRING(pszSound);
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}
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// get sentence group names, for doors which are directly 'touched' to open
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switch (m_bLockedSentence)
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{
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case 1: m_ls.sLockedSentence = MAKE_STRING("NA"); break; // access denied
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case 2: m_ls.sLockedSentence = MAKE_STRING("ND"); break; // security lockout
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case 3: m_ls.sLockedSentence = MAKE_STRING("NF"); break; // blast door
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case 4: m_ls.sLockedSentence = MAKE_STRING("NFIRE"); break; // fire door
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case 5: m_ls.sLockedSentence = MAKE_STRING("NCHEM"); break; // chemical door
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case 6: m_ls.sLockedSentence = MAKE_STRING("NRAD"); break; // radiation door
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case 7: m_ls.sLockedSentence = MAKE_STRING("NCON"); break; // gen containment
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case 8: m_ls.sLockedSentence = MAKE_STRING("NH"); break; // maintenance door
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case 9: m_ls.sLockedSentence = MAKE_STRING("NG"); break; // broken door
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default: m_ls.sLockedSentence = 0; break;
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}
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switch (m_bUnlockedSentence)
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{
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case 1: m_ls.sUnlockedSentence = MAKE_STRING("EA"); break; // access granted
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case 2: m_ls.sUnlockedSentence = MAKE_STRING("ED"); break; // security door
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case 3: m_ls.sUnlockedSentence = MAKE_STRING("EF"); break; // blast door
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case 4: m_ls.sUnlockedSentence = MAKE_STRING("EFIRE"); break; // fire door
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case 5: m_ls.sUnlockedSentence = MAKE_STRING("ECHEM"); break; // chemical door
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case 6: m_ls.sUnlockedSentence = MAKE_STRING("ERAD"); break; // radiation door
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case 7: m_ls.sUnlockedSentence = MAKE_STRING("ECON"); break; // gen containment
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case 8: m_ls.sUnlockedSentence = MAKE_STRING("EH"); break; // maintenance door
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default: m_ls.sUnlockedSentence = 0; break;
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}
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}
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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 CBaseButton::KeyValue( KeyValueData *pkvd )
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{
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if (FStrEq(pkvd->szKeyName, "changetarget"))
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{
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m_strChangeTarget = ALLOC_STRING(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "locked_sound"))
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{
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m_bLockedSound = atof(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "locked_sentence"))
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{
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m_bLockedSentence = atof(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "unlocked_sound"))
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{
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m_bUnlockedSound = atof(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "unlocked_sentence"))
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{
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m_bUnlockedSentence = atof(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "sounds"))
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{
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m_sounds = atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else
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CBaseToggle::KeyValue( pkvd );
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}
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//
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// ButtonShot
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//
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int CBaseButton::TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType )
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{
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BUTTON_CODE code = ButtonResponseToTouch();
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if ( code == BUTTON_NOTHING )
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return 0;
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// Temporarily disable the touch function, until movement is finished.
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SetTouch( NULL );
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// Caused an ASSERT/crash when an offensive chamber spit hit the button at the bottom of the elevator in the bast start
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if(pevAttacker == NULL)
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return 0;
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m_hActivator = CBaseEntity::Instance( pevAttacker );
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if ( m_hActivator == NULL )
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return 0;
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if ( code == BUTTON_RETURN )
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{
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EMIT_SOUND(ENT(pev), CHAN_VOICE, (char*)STRING(pev->noise), 1, ATTN_NORM);
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// Toggle buttons fire when they get back to their "home" position
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if ( !(pev->spawnflags & SF_BUTTON_TOGGLE) )
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SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 );
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ButtonReturn();
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}
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else // code == BUTTON_ACTIVATE
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ButtonActivate( );
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return 0;
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}
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/*QUAKED func_button (0 .5 .8) ?
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When a button is touched, it moves some distance in the direction of it's angle,
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triggers all of it's targets, waits some time, then returns to it's original position
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where it can be triggered again.
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"angle" determines the opening direction
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"target" all entities with a matching targetname will be used
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"speed" override the default 40 speed
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"wait" override the default 1 second wait (-1 = never return)
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"lip" override the default 4 pixel lip remaining at end of move
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"health" if set, the button must be killed instead of touched
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"sounds"
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0) steam metal
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1) wooden clunk
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2) metallic click
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3) in-out
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*/
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LINK_ENTITY_TO_CLASS( func_button, CBaseButton );
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void CBaseButton::Spawn( )
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{
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char *pszSound;
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//----------------------------------------------------
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//determine sounds for buttons
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//a sound of 0 should not make a sound
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//----------------------------------------------------
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pszSound = ButtonSound( m_sounds );
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PRECACHE_SOUND(pszSound);
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pev->noise = ALLOC_STRING(pszSound);
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Precache();
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if ( FBitSet ( pev->spawnflags, SF_BUTTON_SPARK_IF_OFF ) )// this button should spark in OFF state
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{
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SetThink ( &CBaseButton::ButtonSpark );
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pev->nextthink = gpGlobals->time + 0.5;// no hurry, make sure everything else spawns
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}
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SetMovedir(pev);
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pev->movetype = MOVETYPE_PUSH;
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pev->solid = SOLID_BSP;
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SET_MODEL(ENT(pev), STRING(pev->model));
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if (pev->speed == 0)
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pev->speed = 40;
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if (pev->health > 0)
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{
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pev->takedamage = DAMAGE_YES;
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}
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if (m_flWait == 0)
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m_flWait = 1;
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if (m_flLip == 0)
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m_flLip = 4;
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m_toggle_state = TS_AT_BOTTOM;
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m_vecPosition1 = pev->origin;
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// 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 );
|
|
}
|
|
else
|
|
{
|
|
SetTouch ( NULL );
|
|
SetUse ( &CBaseButton::ButtonUse );
|
|
}
|
|
}
|
|
|
|
|
|
// 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 );
|
|
pev->nextthink = gpGlobals->time + ( 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( );
|
|
}
|
|
|
|
|
|
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;
|
|
|
|
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;
|
|
|
|
// 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
|
|
{
|
|
pev->nextthink = pev->ltime + m_flWait;
|
|
SetThink( &CBaseButton::ButtonReturn );
|
|
}
|
|
|
|
pev->frame = 1; // use alternate textures
|
|
|
|
|
|
SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 );
|
|
}
|
|
|
|
|
|
//
|
|
// Starts the button moving "out/down".
|
|
//
|
|
void CBaseButton::ButtonReturn( void )
|
|
{
|
|
ASSERT(m_toggle_state == TS_AT_TOP);
|
|
m_toggle_state = TS_GOING_DOWN;
|
|
|
|
SetMoveDone( &CBaseButton::ButtonBackHome );
|
|
if (!m_fRotating)
|
|
LinearMove( m_vecPosition1, pev->speed);
|
|
else
|
|
AngularMove( m_vecAngle1, pev->speed);
|
|
|
|
pev->frame = 0; // use normal textures
|
|
}
|
|
|
|
|
|
//
|
|
// 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))
|
|
{
|
|
edict_t* pentTarget = NULL;
|
|
for (;;)
|
|
{
|
|
pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(pev->target));
|
|
|
|
if (FNullEnt(pentTarget))
|
|
break;
|
|
|
|
if (!FClassnameIs(pentTarget, "multisource"))
|
|
continue;
|
|
CBaseEntity *pTarget = CBaseEntity::Instance( pentTarget );
|
|
|
|
if ( pTarget )
|
|
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 );
|
|
pev->nextthink = gpGlobals->time + 0.5;// no hurry.
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// Rotating button (aka "lever")
|
|
//
|
|
class CRotButton : public CBaseButton
|
|
{
|
|
public:
|
|
void Spawn( void );
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( func_rot_button, CRotButton );
|
|
|
|
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 );
|
|
SetUse ( &CRotButton::ButtonUse );
|
|
}
|
|
else // touchable button
|
|
SetTouch( &CRotButton::ButtonTouch );
|
|
|
|
//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(pev, 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
|
|
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 )
|
|
{
|
|
pev->ideal_yaw = CBaseToggle::AxisDelta( pev->spawnflags, pev->angles, m_start ) / m_flMoveDistance;
|
|
|
|
UpdateAllButtons( pev->ideal_yaw, 1 );
|
|
UpdateTarget( pev->ideal_yaw );
|
|
}
|
|
|
|
void CMomentaryRotButton::UpdateAllButtons( float value, int start )
|
|
{
|
|
// Update all rot buttons attached to the same target
|
|
edict_t *pentTarget = NULL;
|
|
for (;;)
|
|
{
|
|
|
|
pentTarget = FIND_ENTITY_BY_STRING(pentTarget, "target", STRING(pev->target));
|
|
if (FNullEnt(pentTarget))
|
|
break;
|
|
|
|
if ( FClassnameIs( VARS(pentTarget), "momentary_rot_button" ) )
|
|
{
|
|
CMomentaryRotButton *pEntity = CMomentaryRotButton::Instance(pentTarget);
|
|
if ( pEntity )
|
|
{
|
|
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;
|
|
|
|
pev->nextthink = pev->ltime + 0.1;
|
|
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
|
|
if ( pev->nextthink < pev->ltime )
|
|
pev->nextthink = pev->ltime + 0.1;
|
|
else
|
|
pev->nextthink += 0.1;
|
|
|
|
pev->avelocity = (m_direction * pev->speed) * pev->movedir;
|
|
SetThink( &CMomentaryRotButton::Off );
|
|
}
|
|
|
|
void CMomentaryRotButton::UpdateTarget( float value )
|
|
{
|
|
if (!FStringNull(pev->target))
|
|
{
|
|
edict_t* pentTarget = NULL;
|
|
for (;;)
|
|
{
|
|
pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(pev->target));
|
|
if (FNullEnt(pentTarget))
|
|
break;
|
|
CBaseEntity *pEntity = CBaseEntity::Instance(pentTarget);
|
|
if ( pEntity )
|
|
{
|
|
pEntity->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 );
|
|
pev->nextthink = pev->ltime + 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;
|
|
pev->nextthink = -1;
|
|
SetThink( NULL );
|
|
}
|
|
else
|
|
{
|
|
pev->avelocity = -m_returnSpeed * pev->movedir;
|
|
pev->nextthink = pev->ltime + 0.1;
|
|
}
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------
|
|
// Spark
|
|
//----------------------------------------------------------------
|
|
|
|
class CEnvSpark : public CBaseEntity
|
|
{
|
|
public:
|
|
void Spawn(void);
|
|
void Precache(void);
|
|
void EXPORT SparkThink(void);
|
|
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;
|
|
};
|
|
|
|
|
|
TYPEDESCRIPTION CEnvSpark::m_SaveData[] =
|
|
{
|
|
DEFINE_FIELD( CEnvSpark, m_flDelay, FIELD_FLOAT),
|
|
};
|
|
|
|
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, 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);
|
|
|
|
pev->nextthink = gpGlobals->time + ( 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::SparkThink(void)
|
|
{
|
|
pev->nextthink = gpGlobals->time + 0.1 + RANDOM_FLOAT (0, m_flDelay);
|
|
DoSpark( pev, pev->origin );
|
|
}
|
|
|
|
void EXPORT CEnvSpark::SparkStart(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
SetUse(&CEnvSpark::SparkStop);
|
|
SetThink(&CEnvSpark::SparkThink);
|
|
pev->nextthink = gpGlobals->time + (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);
|
|
}
|
|
|
|
#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;
|
|
}
|