ns/dev/3.2-movements/source/mod/AvHOrder.cpp
tankefugl 1d385ec5bf o Created branch for movement codes
- added +attack2
- fade blink reworked
- onos charge reworked

git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@348 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-11-14 20:18:27 +00:00

771 lines
No EOL
22 KiB
C++

//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: AvHOrder.cpp $
// $Date: 2002/10/16 01:02:16 $
//
//-------------------------------------------------------------------------------
// $Log: AvHOrder.cpp,v $
// Revision 1.17 2002/10/16 01:02:16 Flayra
// - Added commander hacking particle effect, but it doesn't seem to play or be visible
//
// Revision 1.16 2002/10/03 18:59:46 Flayra
// - Reworked orders
//
// Revision 1.15 2002/09/25 20:49:04 Flayra
// - Removed use order
//
// Revision 1.14 2002/08/02 21:53:18 Flayra
// - Added type to the order, so help can be displayed on the client
//
// Revision 1.13 2002/07/24 18:45:42 Flayra
// - Linux and scripting changes
//
// Revision 1.12 2002/05/23 02:33:20 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#include "mod/AvHOrder.h"
#ifdef AVH_CLIENT
#include "cl_dll/cl_util.h"
#include "cl_dll/util_vector.h"
#include "common/const.h"
#include "engine/progdefs.h"
#include "cl_dll/ev_hldm.h"
#include "common/vector_util.h"
#include "common/r_efx.h"
#endif
#ifdef AVH_SERVER
#include "dlls/extdll.h"
#include "dlls/util.h"
#include "common/vector_util.h"
//#include "mod/AvHSelection.h"
#include "mod/AvHSelectionHelper.h"
#include "dlls/cbase.h"
#include "mod/AvHPlayer.h"
#include "mod/AvHWeldable.h"
#include "mod/AvHServerUtil.h"
#include "mod/AvHParticleConstants.h"
#include "mod/AvHMarineEquipment.h"
#include "mod/AvHPlayerUpgrade.h"
#endif
#include "pm_shared/pm_defs.h"
#include "pm_shared/pm_shared.h"
#include "pm_shared/pm_movevars.h"
#include "pm_shared/pm_debug.h"
#include <stdio.h> // NULL
#include <cmath> // sqrt
#include <string.h> // strcpy
#include <stdlib.h> // atoi
#include <ctype.h> // isspace
#include "mod/AvHSpecials.h"
#include "mod/AvHMarineEquipmentConstants.h"
#include "mod/AvHMessage.h"
#include "util/MathUtil.h"
extern playermove_t *pmove;
#include "mod/AvHSelectionHelper.h"
#include "mod/AvHSharedUtil.h"
bool AvHOrder::operator==(const AvHOrder& inOrder) const
{
bool theAreEqual = this->mPlayer == inOrder.mPlayer && this->mOrderType == inOrder.mOrderType;
#ifdef AVH_SERVER
theAreEqual = theAreEqual && this->mTimeOrderCompleted == inOrder.mTimeOrderCompleted && this->mOrderID == inOrder.mOrderID;
#endif
theAreEqual = theAreEqual && this->mLocation == inOrder.mLocation && this->mTargetIndex == inOrder.mTargetIndex && this->mOrderStatus == inOrder.mOrderStatus;
theAreEqual = theAreEqual && this->mOrderTargetType == inOrder.mOrderTargetType && this->mOrderTargetUser3 == inOrder.mOrderTargetUser3;
return theAreEqual;
}
bool AvHOrder::operator!=(const AvHOrder& inOrder) const
{
return !this->operator==(inOrder);
}
void AvHOrder::operator=(const AvHOrder& inOrder)
{
this->mPlayer = inOrder.mPlayer;
this->mOrderType = inOrder.mOrderType;
this->mOrderTargetType = inOrder.mOrderTargetType;
this->mOrderTargetUser3 = inOrder.mOrderTargetUser3;
this->mLocation = inOrder.mLocation;
this->mTargetIndex = inOrder.mTargetIndex;
this->mOrderStatus = inOrder.mOrderStatus;
#ifdef AVH_SERVER
this->mTimeOrderCompleted = inOrder.mTimeOrderCompleted;
this->mOrderID = inOrder.mOrderID;
#endif
return;
}
bool AvHOrder::SetReceiver(const EntityInfo& inPlayer)
{
this->mPlayer = inPlayer;
return true;
}
// Shared
AvHOrder::AvHOrder()
{
this->mPlayer = -1;
this->mOrderType = ORDERTYPEL_DEFAULT;
this->mOrderTargetType = ORDERTARGETTYPE_GLOBAL;
this->mOrderTargetUser3 = AVH_USER3_NONE;
this->mTargetIndex = -1;
this->mOrderStatus = kOrderStatusActive;
#ifdef AVH_SERVER
this->mTimeOrderCompleted = -1;
this->mOrderID = -1;
#endif
}
void AvHOrder::ClearReceiver()
{
this->mPlayer = -1;
}
int AvHOrder::GetTargetIndex() const
{
return this->mTargetIndex;
}
AvHOrderType AvHOrder::GetOrderType() const
{
return this->mOrderType;
}
AvHOrderTargetType AvHOrder::GetOrderTargetType() const
{
return this->mOrderTargetType;
}
void AvHOrder::SetOrderTargetType(AvHOrderTargetType inTargetType)
{
this->mOrderTargetType=inTargetType;
}
AvHUser3 AvHOrder::GetTargetUser3Type() const
{
return this->mOrderTargetUser3;
}
bool AvHOrder::GetHasReceiver(int inIndex) const
{
return ( inIndex == this->mPlayer );
}
EntityInfo AvHOrder::GetReceiver() const
{
return this->mPlayer;
}
void AvHOrder::GetLocation(vec3_t& outLocation) const
{
if(this->mTargetIndex != -1)
{
#ifdef AVH_SERVER
CBaseEntity* theTargetEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(this->mTargetIndex));
if(theTargetEntity)
{
VectorCopy(theTargetEntity->pev->origin, outLocation);
}
#endif
#ifdef AVH_CLIENT
cl_entity_s* theTargetEntity = gEngfuncs.GetEntityByIndex(this->mTargetIndex);
if(theTargetEntity)
{
VectorCopy(theTargetEntity->curstate.origin, outLocation);
}
#endif
}
else
{
VectorCopy(this->mLocation, outLocation);
}
}
void AvHOrder::GetOrderColor(float& outR, float& outG, float& outB, float& outA) const
{
switch(this->mOrderType)
{
case ORDERTYPE_UNDEFINED:
default:
outR = outG = outB = outA = 1.0f;
break;
case ORDERTYPEL_MOVE:
outR = 0.0f; outG = 1.0f; outB = 0.0f; outA = .5f;
break;
case ORDERTYPET_ATTACK:
outR = 1.0f; outG = 0.0f; outB = 0.0f; outA = .5f;
break;
case ORDERTYPET_GUARD:
outR = 1.0f; outG = 1.0f; outB = 0.0f; outA = .5f;
break;
case ORDERTYPET_WELD:
outR = 0.0f; outG = 0.0f; outB = 1.0f; outA = .5f;
break;
}
}
bool AvHOrder::RemovePlayerFromReceivers(int inIndex)
{
bool theSuccess = false;
if ( inIndex == this->mPlayer )
{
this->mPlayer = -1;
theSuccess=true;
}
return theSuccess;
}
void AvHOrder::SetTargetIndex(int inTargetIndex)
{
this->mTargetIndex = inTargetIndex;
}
void AvHOrder::SetOrderType(AvHOrderType inType)
{
this->mOrderType = inType;
// TODO: Set target type from order type
switch(this->mOrderType)
{
case ORDERTYPEL_MOVE:
case ORDERTYPET_WELD:
default:
this->mOrderTargetType = ORDERTARGETTYPE_LOCATION;
break;
case ORDERTYPET_ATTACK:
case ORDERTYPET_GUARD:
this->mOrderTargetType = ORDERTARGETTYPE_TARGET;
break;
}
}
void AvHOrder::SetUser3TargetType(AvHUser3 inUser3)
{
this->mOrderTargetUser3 = inUser3;
}
void AvHOrder::SetLocation(const vec3_t& inPosition)
{
VectorCopy(inPosition, this->mLocation);
}
bool AvHOrder::GetOrderActive() const
{
return (this->mOrderStatus == kOrderStatusActive);
}
bool AvHOrder::GetOrderCancelled() const
{
return (this->mOrderStatus == kOrderStatusCancelled);
}
// puzl: 1050
// Need to sync the order status as it is only manipulated by the serverside state machine
int AvHOrder::GetOrderStatus() const
{
return this->mOrderStatus;
}
#ifndef AVH_SERVER
void AvHOrder::SetOrderStatus(int inOrderStatus)
{
this->mOrderStatus=inOrderStatus;
}
#endif
bool AvHOrder::GetOrderCompleted() const
{
return (this->mOrderStatus == kOrderStatusComplete);
}
void AvHOrder::SetOrderCompleted(bool inCompleted)
{
#ifdef AVH_SERVER
if(inCompleted)
{ this->mTimeOrderCompleted = gpGlobals->time; }
else
{ this->mTimeOrderCompleted = -1; }
#else
this->mOrderCompleted = inCompleted;
#endif
}
#ifdef AVH_SERVER
bool AvHOrder::Update()
{
bool theOrderJustCompleted = false;
ASSERT(this->GetReceiver() != -1 );
if(this->GetOrderActive())
{
bool theOrderIsComplete = false;
AvHPlayer* thePlayer = NULL;
vec3_t theOrderLocation;
this->GetLocation(theOrderLocation);
EntityInfo theReceiver = this->GetReceiver();
float theDistance;
const float kMoveToDistance = 90;
const float kPickupDistance = 20;
CBaseEntity* theTargetEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(this->mTargetIndex));
AvHBaseBuildable* theTargetBuildable = dynamic_cast<AvHBaseBuildable*>(theTargetEntity);
AvHPlayer* theTargetPlayer = dynamic_cast<AvHPlayer*>(theTargetEntity);
AvHWeldable* theWeldable = dynamic_cast<AvHWeldable*>(theTargetEntity);
switch(this->mOrderType)
{
case ORDERTYPE_UNDEFINED:
default:
break;
case ORDERTYPEL_MOVE:
// set true if all receivers are within a certain distance of move to order
theTargetPlayer = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theReceiver)));
if(theTargetPlayer)
{
theOrderIsComplete = true;
theDistance = VectorDistance(theTargetPlayer->pev->origin, theOrderLocation);
if(!theTargetPlayer->GetIsRelevant() || (theDistance > kMoveToDistance))
{
theOrderIsComplete = false;
}
}
if(theOrderIsComplete)
{
this->mOrderStatus = kOrderStatusComplete;
}
break;
case ORDERTYPET_GET:
// set true if all receivers are within a certain distance of item
theTargetPlayer = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theReceiver)));
if(theTargetPlayer)
{
// If one of the players in the group is near enough to pick it up
theDistance = VectorDistance(theTargetPlayer->pev->origin, theOrderLocation);
if(theTargetPlayer->GetIsRelevant() && (theDistance < kPickupDistance))
{
theOrderIsComplete = true;
}
}
// If the item is gone, the order is done
if(!theTargetEntity)
{
this->mOrderStatus = kOrderStatusCancelled;
}
break;
case ORDERTYPET_ATTACK:
// set true if target is dead or not relevant
if(!theTargetEntity || (theTargetPlayer && !theTargetPlayer->GetIsRelevant()))
{
this->mOrderStatus = kOrderStatusCancelled;
theOrderIsComplete = true;
}
else if(theTargetEntity && !theTargetEntity->IsAlive())
{
this->mOrderStatus = kOrderStatusComplete;
theOrderIsComplete = true;
}
break;
case ORDERTYPET_BUILD:
if(!theTargetEntity || !theTargetEntity->IsAlive())
{
this->mOrderStatus = kOrderStatusCancelled;
theOrderIsComplete = true;
}
else if(theTargetBuildable && theTargetBuildable->GetIsBuilt())
{
this->mOrderStatus = kOrderStatusComplete;
theOrderIsComplete = true;
}
else
{
if(theTargetEntity)
{
bool theIsBuilding;
bool theIsResearching;
float thePercentage;
AvHSHUGetBuildResearchState(theTargetEntity->pev->iuser3, theTargetEntity->pev->iuser4, theTargetEntity->pev->fuser1, theIsBuilding, theIsResearching, thePercentage);
if(!theIsBuilding && (thePercentage == 1.0f))
{
this->mOrderStatus = kOrderStatusComplete;
theOrderIsComplete = true;
}
}
}
break;
case ORDERTYPET_GUARD:
theOrderIsComplete = false;
if(!theTargetEntity ||!theTargetEntity->IsAlive())
{
this->mOrderStatus = kOrderStatusCancelled;
theOrderIsComplete = true;
}
break;
case ORDERTYPET_WELD:
//ALERT(at_console, "Checking weldables ");
// set true when target is fully welded
if(!theTargetEntity ||!theTargetEntity->IsAlive())
{
this->mOrderStatus = kOrderStatusCancelled;
theOrderIsComplete = true;
}
if(theWeldable && theWeldable->GetIsWelded())
{
this->mOrderStatus = kOrderStatusComplete;
theOrderIsComplete = true;
}
else if ( !theWeldable )
{
if ( theTargetEntity->pev->iuser3 == AVH_USER3_MARINE_PLAYER )
{
// Players are welded if they have full armour
if ( theTargetEntity->pev->armorvalue == AvHPlayerUpgrade::GetMaxArmorLevel(theTargetEntity->pev->iuser4, (AvHUser3)theTargetEntity->pev->iuser3))
{
this->mOrderStatus = kOrderStatusComplete;
theOrderIsComplete = true;
}
}
else
{
// Structures are welded if they have full health
if ( theTargetEntity->pev->health == theTargetEntity->pev->max_health )
{
this->mOrderStatus = kOrderStatusComplete;
theOrderIsComplete = true;
}
}
}
break;
}
if(theOrderIsComplete)
{
this->SetOrderCompleted();
theOrderJustCompleted = true;
}
}
return theOrderJustCompleted;
}
int AvHOrder::GetOrderID() const
{
return this->mOrderID;
}
void AvHOrder::SetOrderID()
{
static int sOrderID=0;
this->mOrderID = ++sOrderID;
}
float AvHOrder::GetTimeOrderCompleted() const
{
return this->mTimeOrderCompleted;
}
void AvHOrder::SetTimeOrderCompleted(float inTime)
{
this->mTimeOrderCompleted = inTime;
}
#endif
void AvHChangeOrder(OrderListType& inList, const AvHOrder& inOrder)
{
EntityInfo theReceiver = inOrder.GetReceiver();
// Run through list
ASSERT( theReceiver != -1 );
for(OrderListType::iterator theOrderListIter = inList.begin(); theOrderListIter != inList.end(); /* no increment */)
{
if ( theOrderListIter->GetHasReceiver(theReceiver) )
{
theOrderListIter = inList.erase(theOrderListIter);
}
else
{
theOrderListIter++;
}
}
// If the order has any receivers, add it (but we could be deleting it)
if(!inOrder.GetOrderCompleted())
{
// Add the order on to the end of the list
inList.push_back(inOrder);
}
}
// Used for context sensitive mouse and for processing right-click
// Must be shared, uses prediction code
// Fill in target index or target point, depending on type of order decided upon
AvHOrderType AvHGetDefaultOrderType(AvHTeamNumber inTeam, const vec3_t& inOrigin, const vec3_t& inNormRay, int& outTargetIndex, vec3_t& outTargetPoint, AvHUser3& outUser3, AvHOrderTargetType& outTargetType)
{
vec3_t theTraceStart;
vec3_t theTraceEnd;
AvHOrderType theOrderType = ORDERTYPE_UNDEFINED;
// // Look for a player order
// if(!AvHOrderTracePlayers(inTeam, inOrigin, inNormRay, theOrderType, outTargetIndex))
// {
// // If couldn't find one, create a non-player order if possible
// //AvHOrderTraceNonPlayers(inTeam, inOrigin, inNormRay, theOrderType, outTargetIndex, outTargetPoint);
// }
// Offset a little so we don't hit the commander
VectorMA(inOrigin, kSelectionStartRange, inNormRay, theTraceStart);
VectorMA(inOrigin, kSelectionEndRange, inNormRay, theTraceEnd);
int theFoundIndex = -1;
vec3_t theFoundLocation;
AvHTeamNumber theTeamOfThingHit;
bool thePlayerHit = false;
int theUserThree = 0;
int theUserFour = 0;
if(AvHSHUTraceTangible(theTraceStart, theTraceEnd, theFoundIndex, theFoundLocation, theTeamOfThingHit, thePlayerHit, theUserThree, theUserFour))
{
float theHealthPercentage=100.0f;
float theArmorPercentage=100.0f;
bool theSighted=false;
#ifdef AVH_SERVER
CBaseEntity *theEntity=AvHSUGetEntityFromIndex(theFoundIndex);
if ( theEntity )
{
theHealthPercentage=theEntity->pev->health/theEntity->pev->max_health;
}
else
{
ALERT(at_console, "Not a buildable\n");
}
theArmorPercentage = theEntity->pev->armorvalue/AvHPlayerUpgrade::GetMaxArmorLevel(theEntity->pev->iuser4, (AvHUser3)theEntity->pev->iuser3);
theSighted=GetHasUpgrade(theEntity->pev->iuser4, MASK_VIS_SIGHTED);
#endif
// Did we hit an enemy? If so, issue an attack order on him, then we're done, it's highest priority
if(thePlayerHit )
{
// Did we hit a player on our team? If so check for welding, if not guard
if((theTeamOfThingHit == inTeam ) && (theTeamOfThingHit != TEAM_IND) )
{
theOrderType = ORDERTYPET_GUARD;
if ( theArmorPercentage < 0.90f ) {
theOrderType = ORDERTYPET_WELD;
outTargetType = ORDERTARGETTYPE_TARGET;
}
outTargetIndex = theFoundIndex;
outUser3 = (AvHUser3)theUserThree;
}
}
// Something to pick up?
if(!thePlayerHit )
{
// if ( ( theTeamOfThingHit ) != inTeam && (theTeamOfThingHit != TEAM_IND) && theSighted )
// {
// // Use it's center for the height
// VectorCopy(theFoundLocation, outTargetPoint);
// theOrderType = ORDERTYPET_ATTACK;
// outTargetIndex = theFoundIndex;
// outUser3 = (AvHUser3)theUserThree;
// outTargetType = ORDERTARGETTYPE_LOCATION;
// }
// else
if ( theUserThree == AVH_USER3_MARINEITEM)
{
// Use it's center for the height
VectorCopy(theFoundLocation, outTargetPoint);
outTargetIndex = theFoundIndex;
outUser3 = (AvHUser3)theUserThree;
// We're done
theOrderType = ORDERTYPET_GET;
}
// Buildable?
else if(GetHasUpgrade(theUserFour, MASK_BUILDABLE) && (theTeamOfThingHit == inTeam) && (theTeamOfThingHit != TEAM_IND))
{
// Use it's center for the height
VectorCopy(theFoundLocation, outTargetPoint);
outTargetIndex = theFoundIndex;
outUser3 = (AvHUser3)theUserThree;
// We're done
theOrderType = ORDERTYPET_BUILD;
}
// Weldable?
else if(theUserThree == AVH_USER3_WELD )
{
// Use it's center for the height
VectorCopy(theFoundLocation, outTargetPoint);
outTargetIndex = theFoundIndex;
// We're done
theOrderType = ORDERTYPET_WELD;
}
// Hit the ground? Move to, we're done
else if(theUserThree == AVH_USER3_WAYPOINT || (( theTeamOfThingHit != inTeam) && !theSighted ))
{
// Use it's center for the height
VectorCopy(theFoundLocation, outTargetPoint);
// We're done
theOrderType = ORDERTYPEL_MOVE;
}
// Did we hit an entity on our team? Repair/guard it, we're done
else if((theTeamOfThingHit == inTeam) && (theTeamOfThingHit != TEAM_IND))
{
theOrderType = ORDERTYPET_GUARD;
if ( theHealthPercentage < 0.90f ) {
theOrderType = ORDERTYPET_WELD;
VectorCopy(theFoundLocation, outTargetPoint);
outTargetType = ORDERTARGETTYPE_LOCATION;
}
outTargetIndex = theFoundIndex;
outUser3 = (AvHUser3)theUserThree;
}
}
// else if(!thePlayerHit && (theUserThree == AVH_USER3_USEABLE))
// {
// // Use it's center for the height
// VectorCopy(theFoundLocation, outTargetPoint);
// outTargetIndex = theFoundIndex;
//
// // We're done
// theOrderType = ORDERTYPEL_USE;
// }
}
return theOrderType;
}
#ifdef AVH_SERVER
bool AvHCreateSpecificOrder(AvHTeamNumber inTeam, const vec3_t& inOrigin, AvHOrderType inOrder, const vec3_t& inNormRay, AvHOrder& outOrder)
{
bool theSuccess = false;
int theTargetIndex = -1;
vec3_t theTargetLocation;
AvHOrderType theOrderType = inOrder;
AvHUser3 theUser3 = AVH_USER3_NONE;
vec3_t theStartPoint;
VectorMA(inOrigin, kSelectionStartRange, inNormRay, theStartPoint);
vec3_t theEndPoint;
VectorMA(inOrigin, kSelectionEndRange, inNormRay, theEndPoint);
vec3_t theValidOrigin;
AvHSHUServerGetFirstNonSolidPoint(theStartPoint, theEndPoint, theValidOrigin);
AvHOrderTargetType theTargetType=ORDERTARGETTYPE_UNDEFINED;
// Create default order if passed in
if(inOrder == ORDERTYPEL_DEFAULT)
{
theOrderType = AvHGetDefaultOrderType(inTeam, theValidOrigin, inNormRay, theTargetIndex, theTargetLocation, theUser3, theTargetType);
}
if(theOrderType != ORDERTYPE_UNDEFINED)
{
// Init order with values it found
outOrder.SetOrderType(theOrderType);
outOrder.SetLocation(theTargetLocation);
outOrder.SetTargetIndex(theTargetIndex);
outOrder.SetUser3TargetType(theUser3);
if ( theTargetType != ORDERTARGETTYPE_UNDEFINED )
outOrder.SetOrderTargetType(theTargetType);
theSuccess = true;
}
outOrder.SetOrderID();
return theSuccess;
}
bool AvHToggleUseable(CBaseEntity* inUser, const vec3_t& inOrigin, const vec3_t& inNormRay)
{
bool theSuccess = false;
vec3_t theTraceStart;
vec3_t theTraceEnd;
// Offset a little so we don't hit the commander
VectorMA(inOrigin, 100, inNormRay, theTraceStart);
VectorMA(inOrigin, kSelectionEndRange, inNormRay, theTraceEnd);
int theFoundIndex = -1;
vec3_t theFoundLocation;
AvHTeamNumber theTeamOfThingHit;
bool thePlayerHit = false;
int theUserThree = 0;
int theUserFour = 0;
if(AvHSHUTraceTangible(theTraceStart, theTraceEnd, theFoundIndex, theFoundLocation, theTeamOfThingHit, thePlayerHit, theUserThree, theUserFour))
{
if(!thePlayerHit && (theUserThree == AVH_USER3_USEABLE))
{
// Find entity we clicked on, use it
//CBaseEntity* theEntity = CBaseEntity::Instance(ENT(theFoundIndex));
CBaseEntity* theEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theFoundIndex));
if(theEntity)
{
// For each entity with this target name (including this one), use it
if(theEntity->pev->targetname)
{
CBaseEntity* theTarget = NULL;
while((theTarget = UTIL_FindEntityByTargetname(theTarget, STRING(theEntity->pev->targetname))) != NULL)
{
int theObjectCaps = theTarget->ObjectCaps();
if((theObjectCaps & FCAP_IMPULSE_USE) || (FCAP_ONOFF_USE))
{
theTarget->Use(inUser, inUser, USE_TOGGLE, 0);
}
}
}
else if(FClassnameIs(theEntity->edict(), "func_button") && theEntity->pev->target) ////voogru: Its probably a button!, classname check to prevent any possible exploits
{
CBaseEntity* theTarget = NULL;
while((theTarget = UTIL_FindEntityByTargetname(theTarget, STRING(theEntity->pev->target))) != NULL)
{
int theObjectCaps = theTarget->ObjectCaps();
if((theObjectCaps & FCAP_IMPULSE_USE) || (FCAP_ONOFF_USE))
{
theTarget->Use(inUser, inUser, USE_TOGGLE, 0);
}
}
}
theSuccess = true;
}
}
}
return theSuccess;
}
#endif