306 lines
5.9 KiB
C
Executable file
306 lines
5.9 KiB
C
Executable file
/*
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FreeCS Project
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Copyright (C) 2016, 2017 Marco "eukara" Hladik
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#define SF_BTT_NOMOVE 1
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#define SF_BTT_TOGGLE 32
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#define SF_BTT_TOUCH_ONLY 256
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void() FuncButton_MoveAway;
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void() FuncButton_MoveBack;
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void() FuncButton_Touch;
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enum {
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STATE_RAISED = 0,
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STATE_LOWERED,
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STATE_UP,
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STATE_DOWN
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};
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enum {
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FRAME_OFF,
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FRAME_ON
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};
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.float speed;
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.float lip;
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.float dmg;
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.float state;
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.vector pos1, pos2;
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// Not all that customizable... but better than QUAKE.
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.float movesnd;
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.float stopsnd;
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/*
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====================
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FuncButton_PrecacheSounds
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====================
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*/
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void FuncButton_PrecacheSounds( void ) {
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switch( self.sounds ) {
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case 0:
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// if you ever wondered why a silent button sounded a bit noisey... it's because this one kinda blows
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self.noise = "common/null.wav";
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break;
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case 1:
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self.noise = "buttons/button1.wav";
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break;
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case 2:
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self.noise = "buttons/button2.wav";
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break;
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case 3:
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self.noise = "buttons/button3.wav";
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break;
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case 4:
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self.noise = "buttons/button4.wav";
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break;
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case 5:
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self.noise = "buttons/button5.wav";
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break;
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case 6:
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self.noise = "buttons/button6.wav";
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break;
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case 7:
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self.noise = "buttons/button7.wav";
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break;
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case 8:
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self.noise = "buttons/button8.wav";
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break;
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case 9:
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self.noise = "buttons/button9.wav";
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break;
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case 10:
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self.noise = "buttons/button10.wav";
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break;
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case 11:
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self.noise = "buttons/button11.wav";
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break;
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case 12:
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self.noise = "buttons/latchlocked1.wav";
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break;
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case 13:
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self.noise = "buttons/latchunlocked1.wav";
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break;
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case 14:
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self.noise = "buttons/lightswitch2.wav";
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break;
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case 21:
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self.noise = "buttons/lever1.wav";
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break;
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case 22:
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self.noise = "buttons/lever2.wav";
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break;
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case 23:
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self.noise = "buttons/lever3.wav";
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break;
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case 24:
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self.noise = "buttons/lever4.wav";
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break;
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case 25:
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self.noise = "buttons/lever5.wav";
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break;
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default:
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self.noise = "buttons/button9.wav";
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}
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precache_sound( self.noise );
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}
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/*
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====================
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FuncButton_Arrived
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====================
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*/
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void FuncButton_Arrived( void ) {
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self.state = STATE_RAISED;
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if ( !( self.spawnflags & SF_BTT_TOUCH_ONLY ) ) {
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self.touch = FuncButton_Touch;
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}
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if ( self.spawnflags & SF_BTT_TOGGLE ) {
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return;
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}
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if ( self.wait != -1 ) {
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self.think = FuncButton_MoveBack;
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self.nextthink = ( self.ltime + self.wait );
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}
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}
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/*
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====================
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FuncButton_Returned
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====================
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*/
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void FuncButton_Returned( void ) {
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if ( !( self.spawnflags & SF_BTT_TOUCH_ONLY ) ) {
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self.touch = FuncButton_Touch;
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}
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self.state = STATE_LOWERED;
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self.frame = FRAME_OFF;
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}
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/*
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====================
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FuncButton_MoveBack
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====================
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*/
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void FuncButton_MoveBack( void ) {
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if ( !( self.spawnflags & SF_BTT_TOUCH_ONLY ) ) {
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self.touch = __NULL__;
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}
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self.state = STATE_DOWN;
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if ( self.pos2 != self.pos1 ) {
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Entities_MoveToDestination ( self.pos1, self.speed, FuncButton_Returned );
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} else {
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FuncButton_Returned();
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}
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}
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/*
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====================
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FuncButton_MoveAway
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====================
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*/
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void FuncButton_MoveAway( void ) {
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if ( self.state == STATE_UP ) {
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return;
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}
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if ( self.state == STATE_RAISED ) {
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self.nextthink = ( self.ltime + self.wait );
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return;
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}
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self.state = STATE_UP;
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if ( self.pos2 != self.pos1 ) {
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Entities_MoveToDestination ( self.pos2, self.speed, FuncButton_Arrived );
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} else {
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FuncButton_Arrived();
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}
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self.frame = FRAME_ON;
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}
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/*
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====================
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FuncButton_Trigger
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====================
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*/
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void FuncButton_Trigger( void ) {
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if ( self.fAttackFinished > time ) {
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return;
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}
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self.fAttackFinished = time + self.wait;
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if ( ( self.state == STATE_UP ) || ( self.state == STATE_RAISED ) ){
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if ( self.wait != -1 ) {
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FuncButton_MoveBack();
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}
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return;
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}
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sound( self, CHAN_VOICE, self.noise, 1.0, ATTN_NORM );
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FuncButton_MoveAway();
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if ( self.delay ) {
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Entities_UseTargets_Delay( self.delay );
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} else {
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Entities_UseTargets();
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}
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}
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/*
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====================
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FuncButton_Touch
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====================
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*/
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void FuncButton_Touch( void ) {
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if ( other.classname == "player" ) {
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FuncButton_Trigger();
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if ( !( self.spawnflags & SF_BTT_TOUCH_ONLY ) ) {
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self.touch = __NULL__;
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}
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}
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}
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/*
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====================
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FuncButton_Blocked
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====================
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*/
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void FuncButton_Blocked( void ) {
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if ( self.dmg ) {
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Damage_Apply( other, self, self.dmg, other.origin );
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}
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if ( self.wait >= 0 ) {
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if ( self.state == STATE_DOWN ) {
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FuncButton_MoveAway ();
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} else {
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FuncButton_MoveBack ();
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}
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}
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}
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/*
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====================
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func_button
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Spawn function of a moving door entity
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====================
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*/
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void func_button( void ) {
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FuncButton_PrecacheSounds();
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Entities_SetMovementDirection();
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self.solid = SOLID_BSP;
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self.movetype = MOVETYPE_PUSH;
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setorigin( self, self.origin );
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setmodel( self, self.model );
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self.blocked = FuncButton_Blocked;
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self.vUse = FuncButton_Trigger;
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if ( !self.speed ) {
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self.speed = 100;
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}
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if ( self.spawnflags & SF_BTT_TOUCH_ONLY ) {
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self.touch = FuncButton_Touch;
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}
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self.iUsable = TRUE;
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self.pos1 = self.origin;
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if ( self.spawnflags & SF_BTT_NOMOVE ) {
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self.pos2 = self.pos1;
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} else {
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self.pos2 = ( self.pos1 + self.movedir * ( fabs( self.movedir * self.size ) - self.lip ) );
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}
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self.state = STATE_LOWERED;
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Entities_RenderSetup();
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}
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