mirror of
https://github.com/nillerusr/source-engine.git
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1587 lines
43 KiB
C++
1587 lines
43 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implements buttons.
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//
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//=============================================================================
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#include "cbase.h"
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#include "doors.h"
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#include "ndebugoverlay.h"
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#include "spark.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "tier1/strtools.h"
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#include "buttons.h"
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#include "eventqueue.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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void PlayLockSounds( CBaseEntity *pEdict, locksound_t *pls, int flocked, int fbutton );
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string_t MakeButtonSound( int sound ); // get string of button sound number
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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_TOUCH_ACTIVATES 256 // Button fires when touched.
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#define SF_BUTTON_DAMAGE_ACTIVATES 512 // Button fires when damaged.
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#define SF_BUTTON_USE_ACTIVATES 1024 // Button fires when used.
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#define SF_BUTTON_LOCKED 2048 // Whether the button is initially locked.
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#define SF_BUTTON_SPARK_IF_OFF 4096 // button sparks in OFF state
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#define SF_BUTTON_JIGGLE_ON_USE_LOCKED 8192 // whether to jiggle if someone uses us when we're locked
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BEGIN_DATADESC( CBaseButton )
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DEFINE_KEYFIELD( m_vecMoveDir, FIELD_VECTOR, "movedir" ),
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DEFINE_FIELD( m_fStayPushed, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_fRotating, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bLockedSound, FIELD_CHARACTER ),
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DEFINE_FIELD( m_bLockedSentence, FIELD_CHARACTER ),
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DEFINE_FIELD( m_bUnlockedSound, FIELD_CHARACTER ),
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DEFINE_FIELD( m_bUnlockedSentence, FIELD_CHARACTER ),
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DEFINE_FIELD( m_bLocked, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_sNoise, FIELD_SOUNDNAME ),
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DEFINE_FIELD( m_flUseLockedTime, FIELD_TIME ),
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DEFINE_FIELD( m_bSolidBsp, FIELD_BOOLEAN ),
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DEFINE_KEYFIELD( m_sounds, FIELD_INTEGER, "sounds" ),
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// DEFINE_FIELD( m_ls, FIELD_SOUNDNAME ), // This is restored in Precache()
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// DEFINE_FIELD( m_nState, FIELD_INTEGER ),
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// Function Pointers
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DEFINE_FUNCTION( ButtonTouch ),
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DEFINE_FUNCTION( ButtonSpark ),
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DEFINE_FUNCTION( TriggerAndWait ),
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DEFINE_FUNCTION( ButtonReturn ),
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DEFINE_FUNCTION( ButtonBackHome ),
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DEFINE_FUNCTION( ButtonUse ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "Lock", InputLock ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Unlock", InputUnlock ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Press", InputPress ),
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DEFINE_INPUTFUNC( FIELD_VOID, "PressIn", InputPressIn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "PressOut", InputPressOut ),
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// Outputs
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DEFINE_OUTPUT( m_OnDamaged, "OnDamaged" ),
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DEFINE_OUTPUT( m_OnPressed, "OnPressed" ),
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DEFINE_OUTPUT( m_OnUseLocked, "OnUseLocked" ),
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DEFINE_OUTPUT( m_OnIn, "OnIn" ),
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DEFINE_OUTPUT( m_OnOut, "OnOut" ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( func_button, CBaseButton );
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void CBaseButton::Precache( void )
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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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m_ls.sLockedSound = MakeButtonSound( (int)m_bLockedSound );
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PrecacheScriptSound(m_ls.sLockedSound.ToCStr());
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}
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if (m_bUnlockedSound)
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{
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m_ls.sUnlockedSound = MakeButtonSound( (int)m_bUnlockedSound );
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PrecacheScriptSound(m_ls.sUnlockedSound.ToCStr());
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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 = NULL_STRING; 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 = NULL_STRING; break;
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}
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if ( m_sNoise != NULL_STRING )
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{
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PrecacheScriptSound( STRING( m_sNoise ) );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Cache user-entity-field values until spawn is called.
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// Input : szKeyName -
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// szValue -
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// Output : Returns true if handled, false if not.
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//-----------------------------------------------------------------------------
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bool CBaseButton::KeyValue( const char *szKeyName, const char *szValue )
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{
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if (FStrEq(szKeyName, "locked_sound"))
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{
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m_bLockedSound = atof(szValue);
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}
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else if (FStrEq(szKeyName, "locked_sentence"))
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{
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m_bLockedSentence = atof(szValue);
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}
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else if (FStrEq(szKeyName, "unlocked_sound"))
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{
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m_bUnlockedSound = atof(szValue);
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}
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else if (FStrEq(szKeyName, "unlocked_sentence"))
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{
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m_bUnlockedSentence = atof(szValue);
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}
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else
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{
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return BaseClass::KeyValue( szKeyName, szValue );
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Locks the button. If locked, the button will play the locked sound
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// when the player tries to use it.
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//-----------------------------------------------------------------------------
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void CBaseButton::Lock()
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{
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m_bLocked = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Unlocks the button, making it able to be pressed again.
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//-----------------------------------------------------------------------------
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void CBaseButton::Unlock()
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{
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m_bLocked = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Locks the button. If locked, the button will play the locked sound
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// when the player tries to use it.
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//-----------------------------------------------------------------------------
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void CBaseButton::InputLock( inputdata_t &inputdata )
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{
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Lock();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Unlocks the button, making it able to be pressed again.
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//-----------------------------------------------------------------------------
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void CBaseButton::InputUnlock( inputdata_t &inputdata )
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{
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Unlock();
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}
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//-----------------------------------------------------------------------------
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// Presses or unpresses the button.
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//-----------------------------------------------------------------------------
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void CBaseButton::Press( CBaseEntity *pActivator, BUTTON_CODE eCode )
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{
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if ( ( eCode == BUTTON_PRESS ) && ( m_toggle_state == TS_GOING_UP || m_toggle_state == TS_GOING_DOWN ) )
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{
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return;
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}
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if ( ( eCode == BUTTON_ACTIVATE ) && ( m_toggle_state == TS_GOING_UP || m_toggle_state == TS_AT_TOP ) )
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{
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return;
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}
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if ( ( eCode == BUTTON_RETURN ) && ( m_toggle_state == TS_GOING_DOWN || m_toggle_state == TS_AT_BOTTOM ) )
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{
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return;
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}
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// FIXME: consolidate all the button press code into one place!
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if (m_bLocked)
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{
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// play button locked sound
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PlayLockSounds(this, &m_ls, TRUE, TRUE);
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return;
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}
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// Temporarily disable the touch function, until movement is finished.
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SetTouch( NULL );
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if ( ( ( eCode == BUTTON_PRESS ) && ( m_toggle_state == TS_AT_TOP ) ) ||
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( ( eCode == BUTTON_RETURN ) && ( m_toggle_state == TS_AT_TOP || m_toggle_state == TS_GOING_UP ) ) )
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{
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if ( m_sNoise != NULL_STRING )
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{
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CPASAttenuationFilter filter( this );
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EmitSound_t ep;
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ep.m_nChannel = CHAN_VOICE;
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ep.m_pSoundName = (char*)STRING(m_sNoise);
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ep.m_flVolume = 1;
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ep.m_SoundLevel = SNDLVL_NORM;
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EmitSound( filter, entindex(), ep );
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}
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m_OnPressed.FireOutput(pActivator, this);
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ButtonReturn();
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}
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else if ( ( eCode == BUTTON_PRESS ) ||
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( ( eCode == BUTTON_ACTIVATE ) && ( m_toggle_state == TS_AT_BOTTOM || m_toggle_state == TS_GOING_DOWN ) ) )
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{
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m_OnPressed.FireOutput(pActivator, this);
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ButtonActivate();
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}
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}
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//-----------------------------------------------------------------------------
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// Presses the button.
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//-----------------------------------------------------------------------------
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void CBaseButton::InputPress( inputdata_t &inputdata )
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{
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Press( inputdata.pActivator, BUTTON_PRESS );
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}
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//-----------------------------------------------------------------------------
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// Presses the button, sending it to the top/pressed position.
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//-----------------------------------------------------------------------------
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void CBaseButton::InputPressIn( inputdata_t &inputdata )
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{
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Press( inputdata.pActivator, BUTTON_ACTIVATE );
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}
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//-----------------------------------------------------------------------------
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// Unpresses the button, sending it to the unpressed/bottom position.
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//-----------------------------------------------------------------------------
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void CBaseButton::InputPressOut( inputdata_t &inputdata )
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{
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Press( inputdata.pActivator, BUTTON_RETURN );
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}
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//-----------------------------------------------------------------------------
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// Purpose: We have been damaged. Possibly activate, depending on our flags.
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// Input : pInflictor -
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// pAttacker -
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// flDamage -
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// bitsDamageType -
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// Output :
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//-----------------------------------------------------------------------------
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int CBaseButton::OnTakeDamage( const CTakeDamageInfo &info )
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{
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m_OnDamaged.FireOutput(m_hActivator, this);
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// dvsents2: remove obselete health keyvalue from func_button
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if (!HasSpawnFlags(SF_BUTTON_DAMAGE_ACTIVATES) && (m_iHealth == 0))
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{
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return(0);
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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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m_hActivator = info.GetAttacker();
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// dvsents2: why would activator be NULL here?
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if ( m_hActivator == NULL )
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return 0;
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if (m_bLocked)
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{
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return(0);
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}
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// Temporarily disable the touch function, until movement is finished.
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SetTouch( NULL );
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if ( code == BUTTON_RETURN )
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{
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if ( m_sNoise != NULL_STRING )
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{
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CPASAttenuationFilter filter( this );
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EmitSound_t ep;
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ep.m_nChannel = CHAN_VOICE;
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ep.m_pSoundName = (char*)STRING(m_sNoise);
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ep.m_flVolume = 1;
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ep.m_SoundLevel = SNDLVL_NORM;
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EmitSound( filter, entindex(), ep );
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}
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m_OnPressed.FireOutput(m_hActivator, this);
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ButtonReturn();
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}
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else
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{
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// code == BUTTON_ACTIVATE
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m_OnPressed.FireOutput(m_hActivator, this);
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ButtonActivate( );
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}
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return 0;
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}
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void CBaseButton::Spawn( )
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{
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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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if ( m_sounds )
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{
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m_sNoise = MakeButtonSound( m_sounds );
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PrecacheScriptSound(m_sNoise.ToCStr());
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}
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else
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{
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m_sNoise = NULL_STRING;
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}
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Precache();
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if ( HasSpawnFlags( 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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SetNextThink( gpGlobals->curtime + 0.5f );// no hurry, make sure everything else spawns
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}
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// Convert movedir from angles to a vector
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QAngle angMoveDir = QAngle( m_vecMoveDir.x, m_vecMoveDir.y, m_vecMoveDir.z );
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AngleVectors( angMoveDir, &m_vecMoveDir );
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SetMoveType( MOVETYPE_PUSH );
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SetSolid( SOLID_BSP );
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SetModel( STRING( GetModelName() ) );
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if (m_flSpeed == 0)
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{
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m_flSpeed = 40;
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}
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m_takedamage = DAMAGE_YES;
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if (m_flWait == 0)
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{
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m_flWait = 1;
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}
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if (m_flLip == 0)
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{
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m_flLip = 4;
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}
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m_toggle_state = TS_AT_BOTTOM;
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m_vecPosition1 = GetLocalOrigin();
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// Subtract 2 from size because the engine expands bboxes by 1 in all directions making the size too big
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Vector vecButtonOBB = CollisionProp()->OBBSize();
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vecButtonOBB -= Vector( 2, 2, 2 );
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m_vecPosition2 = m_vecPosition1 + (m_vecMoveDir * (DotProductAbs( m_vecMoveDir, vecButtonOBB ) - m_flLip));
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// Is this a non-moving button?
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if ( ((m_vecPosition2 - m_vecPosition1).Length() < 1) || HasSpawnFlags(SF_BUTTON_DONTMOVE) )
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{
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m_vecPosition2 = m_vecPosition1;
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}
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m_fStayPushed = (m_flWait == -1 ? TRUE : FALSE);
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m_fRotating = FALSE;
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if (HasSpawnFlags(SF_BUTTON_LOCKED))
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{
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m_bLocked = true;
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}
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//
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// If using activates the button, set its use function.
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//
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if (HasSpawnFlags(SF_BUTTON_USE_ACTIVATES))
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{
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SetUse(&CBaseButton::ButtonUse);
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}
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else
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{
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SetUse(NULL);
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}
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//
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// If touching activates the button, set its touch function.
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//
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if (HasSpawnFlags(SF_BUTTON_TOUCH_ACTIVATES))
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{
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SetTouch( &CBaseButton::ButtonTouch );
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}
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else
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{
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SetTouch ( NULL );
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}
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CreateVPhysics();
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}
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//-----------------------------------------------------------------------------
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bool CBaseButton::CreateVPhysics()
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{
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VPhysicsInitShadow( false, false );
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Button sound table.
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// Also used by CBaseDoor to get 'touched' door lock/unlock sounds
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// Input : sound - index of sound to look up.
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// Output : Returns a pointer to the corresponding sound file.
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//-----------------------------------------------------------------------------
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string_t MakeButtonSound( int sound )
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{
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char tmp[1024];
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Q_snprintf( tmp, sizeof(tmp), "Buttons.snd%d", sound );
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return AllocPooledString(tmp);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Think function that emits sparks at random intervals.
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//-----------------------------------------------------------------------------
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void CBaseButton::ButtonSpark ( void )
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{
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SetThink ( &CBaseButton::ButtonSpark );
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SetNextThink( gpGlobals->curtime + 0.1 + random->RandomFloat ( 0, 1.5 ) );// spark again at random interval
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DoSpark( this, WorldSpaceCenter(), 1, 1, true, vec3_origin );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called when someone uses us whilst we are locked.
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//-----------------------------------------------------------------------------
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bool CBaseButton::OnUseLocked( CBaseEntity *pActivator )
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{
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PlayLockSounds(this, &m_ls, TRUE, TRUE);
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if ( gpGlobals->curtime > m_flUseLockedTime )
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{
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m_OnUseLocked.FireOutput( pActivator, this );
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m_flUseLockedTime = gpGlobals->curtime + 0.5;
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Use function that starts the button moving.
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// Input : pActivator -
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// pCaller -
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// useType -
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// value -
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//-----------------------------------------------------------------------------
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void CBaseButton::ButtonUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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// Ignore touches if button is moving, or pushed-in and waiting to auto-come-out.
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// UNDONE: Should this use ButtonResponseToTouch() too?
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if (m_toggle_state == TS_GOING_UP || m_toggle_state == TS_GOING_DOWN )
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return;
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if (m_bLocked)
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{
|
|
OnUseLocked( pActivator );
|
|
return;
|
|
}
|
|
|
|
m_hActivator = pActivator;
|
|
|
|
if ( m_toggle_state == TS_AT_TOP)
|
|
{
|
|
//
|
|
// If it's a toggle button it can return now. Otherwise, it will either
|
|
// return on its own or will stay pressed indefinitely.
|
|
//
|
|
if ( HasSpawnFlags(SF_BUTTON_TOGGLE))
|
|
{
|
|
if ( m_sNoise != NULL_STRING )
|
|
{
|
|
CPASAttenuationFilter filter( this );
|
|
|
|
EmitSound_t ep;
|
|
ep.m_nChannel = CHAN_VOICE;
|
|
ep.m_pSoundName = (char*)STRING(m_sNoise);
|
|
ep.m_flVolume = 1;
|
|
ep.m_SoundLevel = SNDLVL_NORM;
|
|
|
|
EmitSound( filter, entindex(), ep );
|
|
}
|
|
|
|
m_OnPressed.FireOutput(m_hActivator, this);
|
|
ButtonReturn();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_OnPressed.FireOutput(m_hActivator, this);
|
|
ButtonActivate( );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns a code indicating how the button should respond to being touched.
|
|
// Output : Returns one of the following:
|
|
// BUTTON_NOTHING - do nothing
|
|
// BUTTON_RETURN -
|
|
// BUTTON_ACTIVATE - act as if pressed
|
|
//-----------------------------------------------------------------------------
|
|
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 && !HasSpawnFlags(SF_BUTTON_TOGGLE) ) )
|
|
return BUTTON_NOTHING;
|
|
|
|
if (m_toggle_state == TS_AT_TOP)
|
|
{
|
|
if ( HasSpawnFlags(SF_BUTTON_TOGGLE) && !m_fStayPushed)
|
|
{
|
|
return BUTTON_RETURN;
|
|
}
|
|
}
|
|
else
|
|
return BUTTON_ACTIVATE;
|
|
|
|
return BUTTON_NOTHING;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Touch function that activates the button if it responds to touch.
|
|
// Input : pOther - The entity that touched us.
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseButton::ButtonTouch( CBaseEntity *pOther )
|
|
{
|
|
// Ignore touches by anything but players
|
|
if ( !pOther->IsPlayer() )
|
|
return;
|
|
|
|
m_hActivator = pOther;
|
|
|
|
BUTTON_CODE code = ButtonResponseToTouch();
|
|
|
|
if ( code == BUTTON_NOTHING )
|
|
return;
|
|
|
|
if (!UTIL_IsMasterTriggered(m_sMaster, pOther) || m_bLocked)
|
|
{
|
|
// play button locked sound
|
|
PlayLockSounds(this, &m_ls, TRUE, TRUE);
|
|
return;
|
|
}
|
|
|
|
// Temporarily disable the touch function, until movement is finished.
|
|
SetTouch( NULL );
|
|
|
|
if ( code == BUTTON_RETURN )
|
|
{
|
|
if ( m_sNoise != NULL_STRING )
|
|
{
|
|
CPASAttenuationFilter filter( this );
|
|
|
|
EmitSound_t ep;
|
|
ep.m_nChannel = CHAN_VOICE;
|
|
ep.m_pSoundName = (char*)STRING(m_sNoise);
|
|
ep.m_flVolume = 1;
|
|
ep.m_SoundLevel = SNDLVL_NORM;
|
|
|
|
EmitSound( filter, entindex(), ep );
|
|
}
|
|
|
|
m_OnPressed.FireOutput(m_hActivator, this);
|
|
ButtonReturn();
|
|
}
|
|
else
|
|
{
|
|
// code == BUTTON_ACTIVATE
|
|
m_OnPressed.FireOutput(m_hActivator, this);
|
|
ButtonActivate( );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Starts the button moving "in/up".
|
|
// Input : *pOther -
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseButton::ButtonActivate( void )
|
|
{
|
|
if ( m_sNoise != NULL_STRING )
|
|
{
|
|
CPASAttenuationFilter filter( this );
|
|
|
|
EmitSound_t ep;
|
|
ep.m_nChannel = CHAN_VOICE;
|
|
ep.m_pSoundName = (char*)STRING(m_sNoise);
|
|
ep.m_flVolume = 1;
|
|
ep.m_SoundLevel = SNDLVL_NORM;
|
|
|
|
EmitSound( filter, entindex(), ep );
|
|
}
|
|
|
|
if (!UTIL_IsMasterTriggered(m_sMaster, m_hActivator) || m_bLocked)
|
|
{
|
|
// button is locked, play locked sound
|
|
PlayLockSounds(this, &m_ls, TRUE, TRUE);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// button is unlocked, play unlocked sound
|
|
PlayLockSounds(this, &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, m_flSpeed);
|
|
else
|
|
AngularMove( m_vecAngle2, m_flSpeed);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Enables or disables the use capability based on our spawnflags.
|
|
//-----------------------------------------------------------------------------
|
|
int CBaseButton::ObjectCaps(void)
|
|
{
|
|
return((BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) |
|
|
(HasSpawnFlags(SF_BUTTON_USE_ACTIVATES) ? (FCAP_IMPULSE_USE | FCAP_USE_IN_RADIUS) : 0));
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Button has reached the "pressed/top" position. Fire its OnIn output,
|
|
// and pause before returning to "unpressed/bottom".
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseButton::TriggerAndWait( void )
|
|
{
|
|
ASSERT(m_toggle_state == TS_GOING_UP);
|
|
|
|
if (!UTIL_IsMasterTriggered(m_sMaster, m_hActivator) || m_bLocked)
|
|
{
|
|
return;
|
|
}
|
|
|
|
m_toggle_state = TS_AT_TOP;
|
|
|
|
//
|
|
// Re-instate touches if the button is of the toggle variety.
|
|
//
|
|
if (m_fStayPushed || HasSpawnFlags(SF_BUTTON_TOGGLE ) )
|
|
{
|
|
if (HasSpawnFlags(SF_BUTTON_TOUCH_ACTIVATES))
|
|
{
|
|
SetTouch(&CBaseButton::ButtonTouch);
|
|
}
|
|
else
|
|
{
|
|
// BUGBUG: ALL buttons no longer respond to touch
|
|
SetTouch (NULL);
|
|
}
|
|
}
|
|
|
|
//
|
|
// If button automatically comes back out, start it moving out.
|
|
//
|
|
else
|
|
{
|
|
SetNextThink( gpGlobals->curtime + m_flWait );
|
|
SetThink( &CBaseButton::ButtonReturn );
|
|
}
|
|
|
|
m_nState = 1; // use alternate textures
|
|
|
|
m_OnIn.FireOutput(m_hActivator, this);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: 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, m_flSpeed);
|
|
else
|
|
AngularMove( m_vecAngle1, m_flSpeed);
|
|
|
|
m_nState = 0; // use normal textures
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Button has returned to the "unpressed/bottom" position. Fire its
|
|
// OnOut output and stop moving.
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseButton::ButtonBackHome( void )
|
|
{
|
|
ASSERT(m_toggle_state == TS_GOING_DOWN);
|
|
m_toggle_state = TS_AT_BOTTOM;
|
|
|
|
m_OnOut.FireOutput(m_hActivator, this);
|
|
|
|
//
|
|
// Re-instate touch method, movement cycle is complete.
|
|
//
|
|
if (HasSpawnFlags(SF_BUTTON_TOUCH_ACTIVATES))
|
|
{
|
|
SetTouch( &CBaseButton::ButtonTouch );
|
|
}
|
|
else
|
|
{
|
|
// BUGBUG: ALL buttons no longer respond to touch
|
|
SetTouch ( NULL );
|
|
}
|
|
|
|
// reset think for a sparking button
|
|
if (HasSpawnFlags( SF_BUTTON_SPARK_IF_OFF ) )
|
|
{
|
|
SetThink ( &CBaseButton::ButtonSpark );
|
|
SetNextThink( gpGlobals->curtime + 0.5f );// no hurry
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
int CBaseButton::DrawDebugTextOverlays()
|
|
{
|
|
int text_offset = BaseClass::DrawDebugTextOverlays();
|
|
|
|
if (m_debugOverlays & OVERLAY_TEXT_BIT)
|
|
{
|
|
static const char *pszStates[] =
|
|
{
|
|
"Pressed",
|
|
"Unpressed",
|
|
"Pressing...",
|
|
"Unpressing...",
|
|
"<UNKNOWN STATE>",
|
|
};
|
|
|
|
char tempstr[255];
|
|
|
|
int nState = m_toggle_state;
|
|
if ( ( nState < 0 ) || ( nState > 3 ) )
|
|
{
|
|
nState = 4;
|
|
}
|
|
|
|
Q_snprintf( tempstr, sizeof(tempstr), "State: %s", pszStates[nState] );
|
|
EntityText( text_offset, tempstr, 0 );
|
|
text_offset++;
|
|
|
|
Q_snprintf( tempstr, sizeof(tempstr), "%s", m_bLocked ? "Locked" : "Unlocked" );
|
|
EntityText( text_offset, tempstr, 0 );
|
|
text_offset++;
|
|
}
|
|
return text_offset;
|
|
}
|
|
|
|
|
|
//
|
|
// Rotating button (aka "lever")
|
|
//
|
|
LINK_ENTITY_TO_CLASS( func_rot_button, CRotButton );
|
|
|
|
|
|
void CRotButton::Spawn( void )
|
|
{
|
|
//----------------------------------------------------
|
|
//determine sounds for buttons
|
|
//a sound of 0 should not make a sound
|
|
//----------------------------------------------------
|
|
if ( m_sounds )
|
|
{
|
|
m_sNoise = MakeButtonSound( m_sounds );
|
|
PrecacheScriptSound(m_sNoise.ToCStr());
|
|
}
|
|
else
|
|
{
|
|
m_sNoise = NULL_STRING;
|
|
}
|
|
|
|
// set the axis of rotation
|
|
CBaseToggle::AxisDir();
|
|
|
|
// check for clockwise rotation
|
|
if ( HasSpawnFlags( SF_DOOR_ROTATE_BACKWARDS) )
|
|
{
|
|
m_vecMoveAng = m_vecMoveAng * -1;
|
|
}
|
|
|
|
SetMoveType( MOVETYPE_PUSH );
|
|
|
|
#ifdef HL1_DLL
|
|
SetSolid( SOLID_BSP );
|
|
#else
|
|
SetSolid( SOLID_VPHYSICS );
|
|
#endif
|
|
if ( HasSpawnFlags( SF_ROTBUTTON_NOTSOLID ) )
|
|
{
|
|
AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID );
|
|
AddSolidFlags( FSOLID_NOT_SOLID );
|
|
}
|
|
|
|
SetModel( STRING( GetModelName() ) );
|
|
|
|
if (m_flSpeed == 0)
|
|
m_flSpeed = 40;
|
|
|
|
if (m_flWait == 0)
|
|
m_flWait = 1;
|
|
|
|
if (m_iHealth > 0)
|
|
{
|
|
m_takedamage = DAMAGE_YES;
|
|
}
|
|
|
|
m_toggle_state = TS_AT_BOTTOM;
|
|
m_vecAngle1 = GetLocalAngles();
|
|
m_vecAngle2 = GetLocalAngles() + m_vecMoveAng * m_flMoveDistance;
|
|
ASSERTSZ(m_vecAngle1 != m_vecAngle2, "rotating button start/end positions are equal\n");
|
|
|
|
m_fStayPushed = (m_flWait == -1 ? TRUE : FALSE);
|
|
m_fRotating = TRUE;
|
|
|
|
SetUse(&CRotButton::ButtonUse);
|
|
|
|
//
|
|
// If touching activates the button, set its touch function.
|
|
//
|
|
if (!HasSpawnFlags(SF_BUTTON_TOUCH_ACTIVATES))
|
|
{
|
|
SetTouch ( NULL );
|
|
}
|
|
else
|
|
{
|
|
SetTouch( &CRotButton::ButtonTouch );
|
|
}
|
|
|
|
CreateVPhysics();
|
|
}
|
|
|
|
|
|
bool CRotButton::CreateVPhysics( void )
|
|
{
|
|
VPhysicsInitShadow( false, false );
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// CMomentaryRotButton spawnflags
|
|
//-----------------------------------------------------------------------------
|
|
#define SF_MOMENTARY_DOOR 1
|
|
#define SF_MOMENTARY_NOT_USABLE 2
|
|
#define SF_MOMENTARY_AUTO_RETURN 16
|
|
|
|
|
|
BEGIN_DATADESC( CMomentaryRotButton )
|
|
|
|
DEFINE_FIELD( m_lastUsed, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_start, FIELD_VECTOR ),
|
|
DEFINE_FIELD( m_end, FIELD_VECTOR ),
|
|
DEFINE_FIELD( m_IdealYaw, FIELD_FLOAT ),
|
|
DEFINE_FIELD( m_sNoise, FIELD_SOUNDNAME ),
|
|
DEFINE_FIELD( m_bUpdateTarget, FIELD_BOOLEAN ),
|
|
|
|
DEFINE_KEYFIELD( m_direction, FIELD_INTEGER, "StartDirection" ),
|
|
DEFINE_KEYFIELD( m_returnSpeed, FIELD_FLOAT, "returnspeed" ),
|
|
DEFINE_KEYFIELD( m_flStartPosition, FIELD_FLOAT, "StartPosition"),
|
|
DEFINE_KEYFIELD( m_bSolidBsp, FIELD_BOOLEAN, "solidbsp" ),
|
|
|
|
// Function Pointers
|
|
DEFINE_FUNCTION( UseMoveDone ),
|
|
DEFINE_FUNCTION( ReturnMoveDone ),
|
|
DEFINE_FUNCTION( SetPositionMoveDone ),
|
|
DEFINE_FUNCTION( UpdateThink ),
|
|
|
|
// Inputs
|
|
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetPosition", InputSetPosition ),
|
|
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetPositionImmediately", InputSetPositionImmediately ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "_DisableUpdateTarget", InputDisableUpdateTarget ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "_EnableUpdateTarget", InputEnableUpdateTarget ),
|
|
|
|
// Outputs
|
|
DEFINE_OUTPUT( m_Position, "Position" ),
|
|
DEFINE_OUTPUT( m_OnUnpressed, "OnUnpressed" ),
|
|
DEFINE_OUTPUT( m_OnFullyClosed, "OnFullyClosed" ),
|
|
DEFINE_OUTPUT( m_OnFullyOpen, "OnFullyOpen" ),
|
|
DEFINE_OUTPUT( m_OnReachedPosition, "OnReachedPosition" ),
|
|
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
|
|
DEFINE_FIELD( m_bDisabled, FIELD_BOOLEAN )
|
|
|
|
END_DATADESC()
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( momentary_rot_button, CMomentaryRotButton );
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when spawning, after keyvalues have been handled.
|
|
//-----------------------------------------------------------------------------
|
|
void CMomentaryRotButton::Spawn( void )
|
|
{
|
|
CBaseToggle::AxisDir();
|
|
|
|
m_bUpdateTarget = true;
|
|
|
|
if ( m_flSpeed == 0 )
|
|
{
|
|
m_flSpeed = 100;
|
|
}
|
|
|
|
// Clamp start position and issue bounds warning
|
|
if (m_flStartPosition < 0.0f || m_flStartPosition > 1.0f)
|
|
{
|
|
Warning("WARNING: Momentary door (%s) start position not between 0 and 1. Clamping.\n",GetDebugName());
|
|
m_flStartPosition = clamp(m_IdealYaw, 0.f, 1.f);
|
|
}
|
|
|
|
// Check direction fields (for backward compatibility)
|
|
if (m_direction != 1 && m_direction != -1)
|
|
{
|
|
m_direction = 1;
|
|
}
|
|
|
|
if (m_flMoveDistance < 0)
|
|
{
|
|
m_vecMoveAng = m_vecMoveAng * -1;
|
|
m_flMoveDistance = -m_flMoveDistance;
|
|
}
|
|
|
|
m_start = GetLocalAngles() - m_vecMoveAng * m_flMoveDistance * m_flStartPosition;
|
|
m_end = GetLocalAngles() + m_vecMoveAng * m_flMoveDistance * (1-m_flStartPosition);
|
|
|
|
m_IdealYaw = m_flStartPosition;
|
|
|
|
// Force start direction at end points
|
|
if (m_flStartPosition == 0.0)
|
|
{
|
|
m_direction = -1;
|
|
}
|
|
else if (m_flStartPosition == 1.0)
|
|
{
|
|
m_direction = 1;
|
|
}
|
|
|
|
if (HasSpawnFlags(SF_BUTTON_LOCKED))
|
|
{
|
|
m_bLocked = true;
|
|
}
|
|
|
|
if ( HasSpawnFlags( SF_BUTTON_USE_ACTIVATES ) )
|
|
{
|
|
if ( m_sounds )
|
|
{
|
|
m_sNoise = MakeButtonSound( m_sounds );
|
|
PrecacheScriptSound(m_sNoise.ToCStr());
|
|
}
|
|
else
|
|
{
|
|
m_sNoise = NULL_STRING;
|
|
}
|
|
|
|
m_lastUsed = 0;
|
|
UpdateTarget(0,this);
|
|
}
|
|
|
|
#ifdef HL1_DLL
|
|
SetSolid( SOLID_BSP );
|
|
#else
|
|
SetSolid( SOLID_VPHYSICS );
|
|
#endif
|
|
if (HasSpawnFlags(SF_ROTBUTTON_NOTSOLID))
|
|
{
|
|
AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID );
|
|
AddSolidFlags( FSOLID_NOT_SOLID );
|
|
}
|
|
|
|
SetMoveType( MOVETYPE_PUSH );
|
|
SetModel( STRING( GetModelName() ) );
|
|
|
|
CreateVPhysics();
|
|
|
|
// Slam the object back to solid - if we really want it to be solid.
|
|
if ( m_bSolidBsp )
|
|
{
|
|
SetSolid( SOLID_BSP );
|
|
}
|
|
|
|
m_bDisabled = false;
|
|
}
|
|
|
|
int CMomentaryRotButton::ObjectCaps( void )
|
|
{
|
|
int flags = BaseClass::ObjectCaps();
|
|
if (!HasSpawnFlags(SF_BUTTON_USE_ACTIVATES))
|
|
{
|
|
return flags;
|
|
}
|
|
else
|
|
{
|
|
return (flags | FCAP_CONTINUOUS_USE | FCAP_USE_IN_RADIUS);
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CMomentaryRotButton::CreateVPhysics( void )
|
|
{
|
|
VPhysicsInitShadow( false, false );
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CMomentaryRotButton::PlaySound( void )
|
|
{
|
|
if ( m_sNoise == NULL_STRING )
|
|
return;
|
|
|
|
CPASAttenuationFilter filter( this );
|
|
|
|
EmitSound_t ep;
|
|
ep.m_nChannel = CHAN_VOICE;
|
|
ep.m_pSoundName = (char*)STRING(m_sNoise);
|
|
ep.m_flVolume = 1;
|
|
ep.m_SoundLevel = SNDLVL_NORM;
|
|
|
|
EmitSound( filter, entindex(), ep );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns a given angular position as a value along our motion from 0 to 1.
|
|
// Input : vecAngles -
|
|
//-----------------------------------------------------------------------------
|
|
float CMomentaryRotButton::GetPos( const QAngle &vecAngles )
|
|
{
|
|
float flScale = 1;
|
|
if (( m_vecMoveAng[0] < 0 ) || ( m_vecMoveAng[1] < 0 ) || ( m_vecMoveAng[2] < 0 ))
|
|
{
|
|
flScale = -1;
|
|
}
|
|
|
|
float flPos = flScale * CBaseToggle::AxisDelta( m_spawnflags, vecAngles, m_start ) / m_flMoveDistance;
|
|
return( clamp( flPos, 0.f, 1.f ));
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input : flPosition
|
|
//------------------------------------------------------------------------------
|
|
void CMomentaryRotButton::InputSetPosition( inputdata_t &inputdata )
|
|
{
|
|
m_IdealYaw = clamp( inputdata.value.Float(), 0.f, 1.f );
|
|
|
|
float flCurPos = GetPos( GetLocalAngles() );
|
|
if ( flCurPos < m_IdealYaw )
|
|
{
|
|
// Moving forward (from start to end).
|
|
SetLocalAngularVelocity( m_flSpeed * m_vecMoveAng );
|
|
m_direction = 1;
|
|
}
|
|
else if ( flCurPos > m_IdealYaw )
|
|
{
|
|
// Moving backward (from end to start).
|
|
SetLocalAngularVelocity( -m_flSpeed * m_vecMoveAng );
|
|
m_direction = -1;
|
|
}
|
|
else
|
|
{
|
|
// We're there already; nothing to do.
|
|
SetLocalAngularVelocity( vec3_angle );
|
|
return;
|
|
}
|
|
|
|
SetMoveDone( &CMomentaryRotButton::SetPositionMoveDone );
|
|
|
|
SetThink( &CMomentaryRotButton::UpdateThink );
|
|
SetNextThink( gpGlobals->curtime );
|
|
|
|
//
|
|
// Think again in 0.1 seconds or the time that it will take us to reach our movement goal,
|
|
// whichever is the shorter interval. This prevents us from overshooting and stuttering when we
|
|
// are told to change position in very small increments.
|
|
//
|
|
QAngle vecNewAngles = m_start + m_vecMoveAng * ( m_IdealYaw * m_flMoveDistance );
|
|
float flAngleDelta = fabs( AxisDelta( m_spawnflags, vecNewAngles, GetLocalAngles() ));
|
|
float dt = flAngleDelta / m_flSpeed;
|
|
if ( dt < TICK_INTERVAL )
|
|
{
|
|
dt = TICK_INTERVAL;
|
|
float speed = flAngleDelta / TICK_INTERVAL;
|
|
SetLocalAngularVelocity( speed * m_vecMoveAng * m_direction );
|
|
}
|
|
dt = clamp( dt, TICK_INTERVAL, TICK_INTERVAL * 6);
|
|
|
|
SetMoveDoneTime( dt );
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input : flPosition
|
|
//------------------------------------------------------------------------------
|
|
void CMomentaryRotButton::InputSetPositionImmediately( inputdata_t &inputdata )
|
|
{
|
|
m_IdealYaw = clamp( inputdata.value.Float(), 0.f, 1.f );
|
|
SetLocalAngles( m_start + m_vecMoveAng * ( m_IdealYaw * m_flMoveDistance ) );
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose: Turns off target updates so that we can change the wheel's position
|
|
// without changing the target's position. Used for jiggling when locked.
|
|
//------------------------------------------------------------------------------
|
|
void CMomentaryRotButton::InputDisableUpdateTarget( inputdata_t &inputdata )
|
|
{
|
|
m_bUpdateTarget = false;
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose: Turns target updates back on (after jiggling).
|
|
//------------------------------------------------------------------------------
|
|
void CMomentaryRotButton::InputEnableUpdateTarget( inputdata_t &inputdata )
|
|
{
|
|
m_bUpdateTarget = true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Locks the button. If locked, the button will play the locked sound
|
|
// when the player tries to use it.
|
|
//-----------------------------------------------------------------------------
|
|
void CMomentaryRotButton::Lock()
|
|
{
|
|
BaseClass::Lock();
|
|
|
|
SetLocalAngularVelocity( vec3_angle );
|
|
SetMoveDoneTime( -1 );
|
|
SetMoveDone( NULL );
|
|
|
|
SetNextThink( TICK_NEVER_THINK );
|
|
SetThink( NULL );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Unlocks the button, making it able to be pressed again.
|
|
//-----------------------------------------------------------------------------
|
|
void CMomentaryRotButton::Unlock()
|
|
{
|
|
BaseClass::Unlock();
|
|
|
|
SetMoveDone( &CMomentaryRotButton::ReturnMoveDone );
|
|
|
|
// Delay before autoreturn.
|
|
SetMoveDoneTime( 0.1f );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Fires the appropriate outputs at the extremes of motion.
|
|
//-----------------------------------------------------------------------------
|
|
void CMomentaryRotButton::OutputMovementComplete( void )
|
|
{
|
|
if (m_IdealYaw == 1.0)
|
|
{
|
|
m_OnFullyClosed.FireOutput(this, this);
|
|
}
|
|
else if (m_IdealYaw == 0.0)
|
|
{
|
|
m_OnFullyOpen.FireOutput(this, this);
|
|
}
|
|
|
|
m_OnReachedPosition.FireOutput( this, this );
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose: MoveDone function for the SetPosition input handler. Tracks our
|
|
// progress toward a movement goal and updates our outputs.
|
|
//------------------------------------------------------------------------------
|
|
void CMomentaryRotButton::SetPositionMoveDone(void)
|
|
{
|
|
float flCurPos = GetPos( GetLocalAngles() );
|
|
|
|
if ((( flCurPos >= m_IdealYaw ) && ( m_direction == 1 )) ||
|
|
(( flCurPos <= m_IdealYaw ) && ( m_direction == -1 )))
|
|
{
|
|
//
|
|
// We reached or surpassed our movement goal.
|
|
//
|
|
SetLocalAngularVelocity( vec3_angle );
|
|
// BUGBUG: Won't this get the player stuck?
|
|
SetLocalAngles( m_start + m_vecMoveAng * ( m_IdealYaw * m_flMoveDistance ) );
|
|
SetNextThink( TICK_NEVER_THINK );
|
|
SetMoveDoneTime( -1 );
|
|
UpdateTarget( m_IdealYaw, this );
|
|
OutputMovementComplete();
|
|
return;
|
|
}
|
|
|
|
// TODO: change this to use a Think function like ReturnThink.
|
|
QAngle vecNewAngles = m_start + m_vecMoveAng * ( m_IdealYaw * m_flMoveDistance );
|
|
float flAngleDelta = fabs( AxisDelta( m_spawnflags, vecNewAngles, GetLocalAngles() ));
|
|
float dt = flAngleDelta / m_flSpeed;
|
|
if ( dt < TICK_INTERVAL )
|
|
{
|
|
dt = TICK_INTERVAL;
|
|
float speed = flAngleDelta / TICK_INTERVAL;
|
|
SetLocalAngularVelocity( speed * m_vecMoveAng * m_direction );
|
|
}
|
|
dt = clamp( dt, TICK_INTERVAL, TICK_INTERVAL * 6);
|
|
|
|
SetMoveDoneTime( dt );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : pActivator -
|
|
// pCaller -
|
|
// useType -
|
|
// value -
|
|
//-----------------------------------------------------------------------------
|
|
void CMomentaryRotButton::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
if ( m_bDisabled == true )
|
|
return;
|
|
|
|
if (m_bLocked)
|
|
{
|
|
if ( OnUseLocked( pActivator ) && HasSpawnFlags( SF_BUTTON_JIGGLE_ON_USE_LOCKED ) )
|
|
{
|
|
// Jiggle two degrees.
|
|
float flDist = 2.0 / m_flMoveDistance;
|
|
|
|
// Must be first!
|
|
g_EventQueue.AddEvent( this, "_DisableUpdateTarget", 0, this, this );
|
|
|
|
variant_t value;
|
|
value.SetFloat( flDist );
|
|
g_EventQueue.AddEvent( this, "SetPosition", value, 0.01, this, this );
|
|
|
|
value.SetFloat( 0.0 );
|
|
g_EventQueue.AddEvent( this, "SetPosition", value, 0.1, this, this );
|
|
|
|
value.SetFloat( 0.5 * flDist );
|
|
g_EventQueue.AddEvent( this, "SetPosition", value, 0.2, this, this );
|
|
|
|
value.SetFloat( 0.0 );
|
|
g_EventQueue.AddEvent( this, "SetPosition", value, 0.3, this, this );
|
|
|
|
// Must be last! And must be late enough to cover the settling time.
|
|
g_EventQueue.AddEvent( this, "_EnableUpdateTarget", 0.5, this, this );
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
//
|
|
// Reverse our direction and play movement sound every time the player
|
|
// pauses between uses.
|
|
//
|
|
bool bPlaySound = false;
|
|
|
|
if ( !m_lastUsed )
|
|
{
|
|
bPlaySound = true;
|
|
m_direction = -m_direction;
|
|
|
|
//Alert that we've been pressed
|
|
m_OnPressed.FireOutput( m_hActivator, this );
|
|
}
|
|
|
|
m_lastUsed = 1;
|
|
|
|
float flPos = GetPos( GetLocalAngles() );
|
|
UpdateSelf( flPos, bPlaySound );
|
|
|
|
//
|
|
// Think every frame while we are moving.
|
|
// HACK: Don't reset the think time if we already have a pending think.
|
|
// This works around an issue with host_thread_mode > 0 when the player's
|
|
// clock runs ahead of the server.
|
|
//
|
|
if ( !m_pfnThink )
|
|
{
|
|
SetThink( &CMomentaryRotButton::UpdateThink );
|
|
SetNextThink( gpGlobals->curtime );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handles changing direction at the extremes of our range of motion
|
|
// and updating our avelocity while being used by the player.
|
|
// Input : value - Number from 0 to 1 indicating our desired position within
|
|
// our range of motion, 0 = start, 1 = end.
|
|
//-----------------------------------------------------------------------------
|
|
void CMomentaryRotButton::UpdateSelf( float value, bool bPlaySound )
|
|
{
|
|
//
|
|
// Set our move clock to 0.1 seconds in the future so we stop spinning unless we are
|
|
// used again before then.
|
|
//
|
|
SetMoveDoneTime( 0.1 );
|
|
|
|
//
|
|
// If we hit the end, zero our avelocity and snap to the end angles.
|
|
//
|
|
if ( m_direction > 0 && value >= 1.0 )
|
|
{
|
|
SetLocalAngularVelocity( vec3_angle );
|
|
SetLocalAngles( m_end );
|
|
|
|
m_OnFullyClosed.FireOutput(this, this);
|
|
return;
|
|
}
|
|
//
|
|
// If we returned to the start, zero our avelocity and snap to the start angles.
|
|
//
|
|
else if ( m_direction < 0 && value <= 0 )
|
|
{
|
|
SetLocalAngularVelocity( vec3_angle );
|
|
SetLocalAngles( m_start );
|
|
|
|
m_OnFullyOpen.FireOutput(this, this);
|
|
return;
|
|
}
|
|
|
|
if ( bPlaySound )
|
|
{
|
|
PlaySound();
|
|
}
|
|
|
|
SetLocalAngularVelocity( ( m_direction * m_flSpeed ) * m_vecMoveAng );
|
|
SetMoveDone( &CMomentaryRotButton::UseMoveDone );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Updates the value of our position, firing any targets.
|
|
// Input : value - New position, from 0 - 1.
|
|
//-----------------------------------------------------------------------------
|
|
void CMomentaryRotButton::UpdateTarget( float value, CBaseEntity *pActivator )
|
|
{
|
|
if ( !m_bUpdateTarget )
|
|
return;
|
|
|
|
if (m_Position.Get() != value)
|
|
{
|
|
m_Position.Set(value, pActivator, this);
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handles the end of motion caused by player use.
|
|
//-----------------------------------------------------------------------------
|
|
void CMomentaryRotButton::UseMoveDone( void )
|
|
{
|
|
SetLocalAngularVelocity( vec3_angle );
|
|
|
|
// Make sure our targets stop where we stopped.
|
|
float flPos = GetPos( GetLocalAngles() );
|
|
UpdateTarget( flPos, this );
|
|
|
|
// Alert that we've been unpressed
|
|
m_OnUnpressed.FireOutput( m_hActivator, this );
|
|
|
|
m_lastUsed = 0;
|
|
|
|
if ( !HasSpawnFlags( SF_BUTTON_TOGGLE ) && m_returnSpeed > 0 )
|
|
{
|
|
SetMoveDone( &CMomentaryRotButton::ReturnMoveDone );
|
|
m_direction = -1;
|
|
|
|
// Delay before autoreturn.
|
|
SetMoveDoneTime( 0.1f );
|
|
}
|
|
else
|
|
{
|
|
SetThink( NULL );
|
|
SetMoveDone( NULL );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: MoveDone function for rotating back to the start position.
|
|
//-----------------------------------------------------------------------------
|
|
void CMomentaryRotButton::ReturnMoveDone( void )
|
|
{
|
|
float value = GetPos( GetLocalAngles() );
|
|
if ( value <= 0 )
|
|
{
|
|
//
|
|
// Got back to the start, stop spinning.
|
|
//
|
|
SetLocalAngularVelocity( vec3_angle );
|
|
SetLocalAngles( m_start );
|
|
|
|
UpdateTarget( 0, NULL );
|
|
|
|
SetMoveDoneTime( -1 );
|
|
SetMoveDone( NULL );
|
|
|
|
SetNextThink( TICK_NEVER_THINK );
|
|
SetThink( NULL );
|
|
}
|
|
else
|
|
{
|
|
SetLocalAngularVelocity( -m_returnSpeed * m_vecMoveAng );
|
|
SetMoveDoneTime( 0.1f );
|
|
|
|
SetThink( &CMomentaryRotButton::UpdateThink );
|
|
SetNextThink( gpGlobals->curtime + 0.01f );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Think function for updating target as we move.
|
|
//-----------------------------------------------------------------------------
|
|
void CMomentaryRotButton::UpdateThink( void )
|
|
{
|
|
float value = GetPos( GetLocalAngles() );
|
|
UpdateTarget( value, NULL );
|
|
SetNextThink( gpGlobals->curtime );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Draw any debug text overlays
|
|
// Output : Current text offset from the top
|
|
//-----------------------------------------------------------------------------
|
|
int CMomentaryRotButton::DrawDebugTextOverlays(void)
|
|
{
|
|
int text_offset = BaseClass::DrawDebugTextOverlays();
|
|
|
|
if (m_debugOverlays & OVERLAY_TEXT_BIT)
|
|
{
|
|
char tempstr[255];
|
|
|
|
Q_snprintf(tempstr,sizeof(tempstr),"QAngle: %.2f %.2f %.2f", GetLocalAngles()[0], GetLocalAngles()[1], GetLocalAngles()[2]);
|
|
EntityText(text_offset,tempstr,0);
|
|
text_offset++;
|
|
|
|
Q_snprintf(tempstr,sizeof(tempstr),"AVelocity: %.2f %.2f %.2f", GetLocalAngularVelocity()[0], GetLocalAngularVelocity()[1], GetLocalAngularVelocity()[2]);
|
|
EntityText(text_offset,tempstr,0);
|
|
text_offset++;
|
|
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Target Pos: %3.3f",m_IdealYaw);
|
|
EntityText(text_offset,tempstr,0);
|
|
text_offset++;
|
|
|
|
float flCurPos = GetPos(GetLocalAngles());
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Current Pos: %3.3f",flCurPos);
|
|
EntityText(text_offset,tempstr,0);
|
|
text_offset++;
|
|
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Direction: %s",(m_direction == 1) ? "Forward" : "Backward");
|
|
EntityText(text_offset,tempstr,0);
|
|
text_offset++;
|
|
|
|
}
|
|
return text_offset;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Input hander that starts the spawner
|
|
//-----------------------------------------------------------------------------
|
|
void CMomentaryRotButton::InputEnable( inputdata_t &inputdata )
|
|
{
|
|
Enable();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Input hander that stops the spawner
|
|
//-----------------------------------------------------------------------------
|
|
void CMomentaryRotButton::InputDisable( inputdata_t &inputdata )
|
|
{
|
|
Disable();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Start the spawner
|
|
//-----------------------------------------------------------------------------
|
|
void CMomentaryRotButton::Enable( void )
|
|
{
|
|
m_bDisabled = false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Stop the spawner
|
|
//-----------------------------------------------------------------------------
|
|
void CMomentaryRotButton::Disable( void )
|
|
{
|
|
m_bDisabled = true;
|
|
} |