- Switched to custom pmove code (early, WIP) instead of the engine one, again - Made nightvision compatible with splitscreen modes - Player animation fixes - Prediction fixes - Fixed radius damage, so grenades and bombs should apply proper damage now - Added func_wall_toggle - Small entity fixes
366 lines
6.7 KiB
C++
366 lines
6.7 KiB
C++
/***
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*
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* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
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*
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* See the file LICENSE attached with the sources for usage details.
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*
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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_SPARKS 64
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#define SF_BTT_TOUCH_ONLY 256
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enum
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{
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STATE_RAISED,
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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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{
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FRAME_OFF,
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FRAME_ON
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};
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class func_button : CBaseTrigger
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{
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float m_flSpeed;
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float m_flLip;
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int m_iDamage;
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int m_iState;
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vector m_vecPos1;
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vector m_vecPos2;
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int m_iSounds;
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float m_flNextTrigger;
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vector m_vecDest;
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string m_strNoise;
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float m_flWait;
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float m_flDelay;
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virtual void() m_pMove = 0;
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virtual void() Precache;
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virtual void() Arrived;
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virtual void() Returned;
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virtual void() MoveBack;
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virtual void() MoveAway;
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virtual void() Touch;
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virtual void() Blocked;
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virtual void() Trigger;
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virtual void() PlayerUse;
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virtual void() SetMovementDirection;
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virtual void(vector vdest, void() func) MoveToDestination;
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virtual void() MoveToDestination_End;
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};
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void func_button :: Precache( void )
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{
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precache_model( model );
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switch( m_iSounds ) {
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case 0:
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m_strNoise = "common/null.wav";
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break;
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case 1:
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m_strNoise = "buttons/button1.wav";
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break;
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case 2:
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m_strNoise = "buttons/button2.wav";
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break;
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case 3:
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m_strNoise = "buttons/button3.wav";
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break;
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case 4:
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m_strNoise = "buttons/button4.wav";
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break;
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case 5:
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m_strNoise = "buttons/button5.wav";
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break;
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case 6:
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m_strNoise = "buttons/button6.wav";
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break;
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case 7:
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m_strNoise = "buttons/button7.wav";
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break;
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case 8:
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m_strNoise = "buttons/button8.wav";
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break;
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case 9:
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m_strNoise = "buttons/button9.wav";
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break;
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case 10:
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m_strNoise = "buttons/button10.wav";
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break;
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case 11:
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m_strNoise = "buttons/button11.wav";
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break;
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case 12:
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m_strNoise = "buttons/latchlocked1.wav";
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break;
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case 13:
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m_strNoise = "buttons/latchunlocked1.wav";
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break;
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case 14:
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m_strNoise = "buttons/lightswitch2.wav";
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break;
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case 21:
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m_strNoise = "buttons/lever1.wav";
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break;
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case 22:
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m_strNoise = "buttons/lever2.wav";
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break;
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case 23:
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m_strNoise = "buttons/lever3.wav";
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break;
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case 24:
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m_strNoise = "buttons/lever4.wav";
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break;
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case 25:
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m_strNoise = "buttons/lever5.wav";
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break;
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default:
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m_strNoise = "buttons/button9.wav";
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}
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precache_sound( m_strNoise );
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}
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void func_button :: Arrived( void )
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{
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m_iState = STATE_RAISED;
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if ( !( spawnflags & SF_BTT_TOUCH_ONLY ) ) {
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touch = Touch;
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}
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if ( spawnflags & SF_BTT_TOGGLE ) {
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return;
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}
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if ( m_flWait != -1 ) {
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think = MoveBack;
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nextthink = ( ltime + m_flWait );
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}
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}
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void func_button :: Returned( void )
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{
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if ( !( spawnflags & SF_BTT_TOUCH_ONLY ) ) {
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touch = Touch;
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}
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m_iState = STATE_LOWERED;
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frame = FRAME_OFF;
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}
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void func_button :: MoveBack( void )
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{
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if ( !( spawnflags & SF_BTT_TOUCH_ONLY ) ) {
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touch = __NULL__;
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}
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m_iState = STATE_DOWN;
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if ( m_vecPos2 != m_vecPos1 ) {
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func_button::MoveToDestination ( m_vecPos1, Returned );
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} else {
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func_button::Returned();
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}
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}
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void func_button :: MoveAway( void )
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{
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if ( m_iState == STATE_UP ) {
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return;
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}
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if ( m_iState == STATE_RAISED ) {
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nextthink = ( ltime + m_flWait );
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return;
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}
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m_iState = STATE_UP;
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if ( m_vecPos2 != m_vecPos1 ) {
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func_button::MoveToDestination( m_vecPos2, Arrived );
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} else {
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func_button::Arrived();
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}
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frame = FRAME_ON;
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}
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void func_button :: Trigger( void )
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{
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if ( m_flNextTrigger > time ) {
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return;
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}
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m_flNextTrigger = time + m_flWait;
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if ( ( m_iState == STATE_UP ) || ( m_iState == STATE_RAISED ) ){
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if ( m_flWait != -1 ) {
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func_button::MoveBack();
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}
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return;
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}
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sound( this, CHAN_VOICE, m_strNoise, 1.0, ATTN_NORM );
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func_button::MoveAway();
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if ( m_flDelay ) {
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#ifdef GS_DEVELOPER
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dprint( sprintf( "func_button: Delayed trigger of `%s`\n", m_strTarget ) );
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#endif
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CBaseTrigger::UseTargets_Delay( m_flDelay );
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} else {
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#ifdef GS_DEVELOPER
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print( sprintf( "func_button: Normal trigger of `%s`\n", m_strTarget ) );
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#endif
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CBaseTrigger::UseTargets();
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}
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}
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void func_button :: Touch( void )
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{
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if ( other.movetype == MOVETYPE_WALK ) {
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func_button::Trigger();
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if ( !( spawnflags & SF_BTT_TOUCH_ONLY ) ) {
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touch = __NULL__;
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}
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}
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}
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void func_button :: PlayerUse ( void )
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{
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Trigger();
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}
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void func_button :: Blocked( void )
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{
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if ( m_iDamage ) {
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//Damage_Apply( other, this, dmg, other.origin, FALSE );
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}
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if ( m_flWait >= 0 ) {
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if ( m_iState == STATE_DOWN ) {
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func_button::MoveAway ();
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} else {
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func_button::MoveBack ();
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}
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}
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}
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void func_button :: SetMovementDirection( void )
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{
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if ( angles == '0 -1 0' ) {
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movedir = '0 0 1';
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} else if ( angles == '0 -2 0' ) {
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movedir = '0 0 -1';
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} else {
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makevectors( angles );
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movedir = v_forward;
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}
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angles = '0 0 0';
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}
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void func_button :: MoveToDestination_End( void )
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{
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setorigin( this, m_vecDest );
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velocity = '0 0 0';
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nextthink = -1;
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m_pMove();
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}
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void func_button :: MoveToDestination( vector vDestination, void() func )
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{
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vector vecDifference;
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float flTravel, fTravelTime;
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if ( !m_flSpeed ) {
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objerror( "No speed defined for moving entity! Will not divide by zero." );
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}
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m_pMove = func;
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m_vecDest = vDestination;
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think = MoveToDestination_End;
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if ( vDestination == origin ) {
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velocity = '0 0 0';
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nextthink = ( ltime + 0.1 );
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return;
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}
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vecDifference = ( vDestination - origin );
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flTravel = vlen( vecDifference );
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fTravelTime = ( flTravel / m_flSpeed );
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if ( fTravelTime < 0.1 ) {
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velocity = '0 0 0';
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nextthink = ltime + 0.1;
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return;
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}
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nextthink = ( ltime + fTravelTime );
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velocity = ( vecDifference * ( 1 / fTravelTime ) );
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}
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void func_button :: func_button( void )
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{
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for ( int i = 1; i < ( tokenize( __fullspawndata ) - 1 ); i += 2 ) {
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switch ( argv( i ) ) {
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case "speed":
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m_flSpeed = stof( argv( i + 1 ) );
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break;
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case "lip":
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m_flLip = stof( argv( i + 1 ) );
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break;
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case "sounds":
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m_iSounds = stoi( argv( i + 1 ) );
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break;
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case "wait":
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m_flWait = stof( argv( i + 1 ) );
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break;
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case "delay":
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m_flDelay = stof( argv( i + 1 ) );
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break;
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default:
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break;
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}
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}
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func_button::Precache();
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func_button::SetMovementDirection();
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CBaseTrigger::CBaseTrigger();
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solid = SOLID_BSP;
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movetype = MOVETYPE_PUSH;
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setorigin( this, origin );
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setmodel( this, model );
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blocked = Blocked;
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if ( !m_flSpeed ) {
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m_flSpeed = 100;
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}
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if ( spawnflags & SF_BTT_TOUCH_ONLY ) {
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touch = Touch;
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gflags -= gflags & GF_USABLE;
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} else {
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touch = __NULL__;
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gflags |= GF_USABLE;
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}
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m_vecPos1 = origin;
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if ( spawnflags & SF_BTT_NOMOVE ) {
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m_vecPos2 = m_vecPos1;
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} else {
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m_vecPos2 = ( m_vecPos1 + movedir * ( fabs( movedir * size ) - m_flLip ) );
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}
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m_iState = STATE_LOWERED;
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}
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