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c47a491d44
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@46 67975925-1194-0748-b3d5-c16f83f1a3a1
104 lines
No EOL
3 KiB
C++
104 lines
No EOL
3 KiB
C++
#ifndef CBASE_DOOR_H
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#define CBASE_DOOR_H
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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 "doors.h"
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class CBaseDoor : public CBaseToggle
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{
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public:
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void Spawn( void );
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void Precache( void );
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virtual void KeyValue( KeyValueData *pkvd );
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virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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virtual void Blocked( CBaseEntity *pOther );
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virtual int ObjectCaps( void )
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{
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if (pev->spawnflags & SF_ITEM_USE_ONLY)
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return (CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_IMPULSE_USE;
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else
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return (CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION);
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};
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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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virtual void ResetEntity();
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virtual void SetToggleState( int state );
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// used to selectivly override defaults
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void EXPORT DoorTouch( CBaseEntity *pOther );
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// local functions
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int DoorActivate( );
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void EXPORT DoorGoUp( void );
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void EXPORT DoorGoDown( void );
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void EXPORT DoorHitTop( void );
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void EXPORT DoorHitBottom( void );
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BYTE m_bHealthValue;// some doors are medi-kit doors, they give players health
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BYTE m_bMoveSnd; // sound a door makes while moving
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BYTE m_bStopSnd; // sound a door makes when it stops
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locksound_t m_ls; // door lock sounds
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BYTE m_bLockedSound; // ordinals from entity selection
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BYTE m_bLockedSentence;
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BYTE m_bUnlockedSound;
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BYTE m_bUnlockedSentence;
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};
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/*QUAKED FuncRotDoorSpawn (0 .5 .8) ? START_OPEN REVERSE
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DOOR_DONT_LINK TOGGLE X_AXIS Y_AXIS
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if two doors touch, they are assumed to be connected and operate as
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a unit.
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TOGGLE causes the door to wait in both the start and end states for
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a trigger event.
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START_OPEN causes the door to move to its destination when spawned,
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and operate in reverse. It is used to temporarily or permanently
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close off an area when triggered (not usefull for touch or
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takedamage doors).
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You need to have an origin brush as part of this entity. The
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center of that brush will be
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the point around which it is rotated. It will rotate around the Z
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axis by default. You can
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check either the X_AXIS or Y_AXIS box to change that.
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"distance" is how many degrees the door will be rotated.
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"speed" determines how fast the door moves; default value is 100.
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REVERSE will cause the door to rotate in the opposite direction.
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"angle" determines the opening direction
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"targetname" if set, no touch field will be spawned and a remote
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button or trigger field activates the door.
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"health" if set, door must be shot open
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"speed" movement speed (100 default)
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"wait" wait before returning (3 default, -1 = never return)
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"dmg" damage to inflict when blocked (2 default)
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"sounds"
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0) no sound
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1) stone
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2) base
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3) stone chain
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4) screechy metal
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*/
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class CRotDoor : public CBaseDoor
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{
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public:
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void Spawn( void );
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virtual void SetToggleState( int state );
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};
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#endif |