/* * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at * your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #pragma once #define SF_GLOBAL_SET BIT(0) // Set global state to initial state on spawn class CEnvGlobal: public CPointEntity { public: virtual void Spawn(); virtual void KeyValue(KeyValueData *pkvd); virtual int Save(CSave &save); virtual int Restore(CRestore &restore); virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); public: static TYPEDESCRIPTION m_SaveData[]; string_t m_globalstate; int m_triggermode; int m_initialstate; }; #define SF_ROTBUTTON_NOTSOLID BIT(0) #define SF_ROTBUTTON_BACKWARDS BIT(1) class CRotButton: public CBaseButton { public: virtual void Spawn(); #ifdef REGAMEDLL_FIXES virtual void Restart(); virtual int Save(CSave &save); virtual int Restore(CRestore &restore); public: static TYPEDESCRIPTION m_SaveData[]; Vector m_vecSpawn; #endif }; // Make this button behave like a door (HACKHACK) // This will disable use and make the button solid // rotating buttons were made SOLID_NOT by default since their were some // collision problems with them... #define SF_MOMENTARY_DOOR BIT(0) class CMomentaryRotButton: public CBaseToggle { public: virtual void Spawn(); virtual void KeyValue(KeyValueData *pkvd); virtual int Save(CSave &save); virtual int Restore(CRestore &restore); virtual int ObjectCaps() { int flags = CBaseToggle::ObjectCaps() & (~FCAP_ACROSS_TRANSITION); if (pev->spawnflags & SF_MOMENTARY_DOOR) { return flags; } return (flags | FCAP_CONTINUOUS_USE); } virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); public: void EXPORT Off(); void EXPORT Return(); void UpdateSelf(float value); void UpdateSelfReturn(float value); void UpdateAllButtons(float value, int start); void PlaySound(); void UpdateTarget(float value); public: static CMomentaryRotButton *Instance(edict_t *pent) { return (CMomentaryRotButton *)GET_PRIVATE(pent); } static TYPEDESCRIPTION m_SaveData[]; int m_lastUsed; int m_direction; float m_returnSpeed; Vector m_start; Vector m_end; int m_sounds; }; #define SF_SPARK_TOOGLE BIT(5) #define SF_SPARK_IF_OFF BIT(6) class CEnvSpark: public CBaseEntity { public: virtual void Spawn(); virtual void Precache(); virtual void KeyValue(KeyValueData *pkvd); virtual int Save(CSave &save); virtual int Restore(CRestore &restore); #ifdef REGAMEDLL_FIXES virtual void Restart(); #endif public: void EXPORT SparkThink(); void EXPORT SparkStart(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); void EXPORT SparkStop(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); public: static TYPEDESCRIPTION m_SaveData[]; float m_flDelay; }; #define SF_BTARGET_USE BIT(0) #define SF_BTARGET_ON BIT(1) class CButtonTarget: public CBaseEntity { public: virtual void Spawn(); virtual int ObjectCaps(); virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); }; char *ButtonSound(int sound); void DoSpark(entvars_t *pev, const Vector &location);