#include "precompiled.h" /* * Globals initialization */ #ifndef HOOK_GAMEDLL TYPEDESCRIPTION CEnvGlobal::m_SaveData[] = { DEFINE_FIELD(CEnvGlobal, m_globalstate, FIELD_STRING), DEFINE_FIELD(CEnvGlobal, m_triggermode, FIELD_INTEGER), DEFINE_FIELD(CEnvGlobal, m_initialstate, FIELD_INTEGER), }; TYPEDESCRIPTION CMultiSource::m_SaveData[] = { // BUGBUG FIX DEFINE_ARRAY(CMultiSource, m_rgEntities, FIELD_EHANDLE, MS_MAX_TARGETS), DEFINE_ARRAY(CMultiSource, m_rgTriggered, FIELD_INTEGER, MS_MAX_TARGETS), DEFINE_FIELD(CMultiSource, m_iTotal, FIELD_INTEGER), DEFINE_FIELD(CMultiSource, m_globalstate, FIELD_STRING), }; // CBaseButton TYPEDESCRIPTION CBaseButton::m_SaveData[] = { DEFINE_FIELD(CBaseButton, m_fStayPushed, FIELD_BOOLEAN), DEFINE_FIELD(CBaseButton, m_fRotating, FIELD_BOOLEAN), DEFINE_FIELD(CBaseButton, m_sounds, FIELD_INTEGER), DEFINE_FIELD(CBaseButton, m_bLockedSound, FIELD_CHARACTER), DEFINE_FIELD(CBaseButton, m_bLockedSentence, FIELD_CHARACTER), DEFINE_FIELD(CBaseButton, m_bUnlockedSound, FIELD_CHARACTER), DEFINE_FIELD(CBaseButton, m_bUnlockedSentence, FIELD_CHARACTER), DEFINE_FIELD(CBaseButton, m_strChangeTarget, FIELD_STRING), // DEFINE_FIELD(CBaseButton, m_ls, FIELD_???), // This is restored in Precache() }; TYPEDESCRIPTION CMomentaryRotButton::m_SaveData[] = { DEFINE_FIELD(CMomentaryRotButton, m_lastUsed, FIELD_INTEGER), DEFINE_FIELD(CMomentaryRotButton, m_direction, FIELD_INTEGER), DEFINE_FIELD(CMomentaryRotButton, m_returnSpeed, FIELD_FLOAT), DEFINE_FIELD(CMomentaryRotButton, m_start, FIELD_VECTOR), DEFINE_FIELD(CMomentaryRotButton, m_end, FIELD_VECTOR), DEFINE_FIELD(CMomentaryRotButton, m_sounds, FIELD_INTEGER), }; TYPEDESCRIPTION CEnvSpark::m_SaveData[] = { DEFINE_FIELD(CEnvSpark, m_flDelay, FIELD_FLOAT), }; #endif // HOOK_GAMEDLL IMPLEMENT_SAVERESTORE(CEnvGlobal, CBaseEntity) LINK_ENTITY_TO_CLASS(env_global, CEnvGlobal, CCSEnvGlobal) void CEnvGlobal::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd) { pkvd->fHandled = TRUE; // State name if (FStrEq(pkvd->szKeyName, "globalstate")) { m_globalstate = ALLOC_STRING(pkvd->szValue); } else if (FStrEq(pkvd->szKeyName, "triggermode")) { m_triggermode = Q_atoi(pkvd->szValue); } else if (FStrEq(pkvd->szKeyName, "initialstate")) { m_initialstate = Q_atoi(pkvd->szValue); } else CPointEntity::KeyValue(pkvd); } void CEnvGlobal::__MAKE_VHOOK(Spawn)() { if (!m_globalstate) { REMOVE_ENTITY(ENT(pev)); return; } if (pev->spawnflags & SF_GLOBAL_SET) { if (!gGlobalState.EntityInTable(m_globalstate)) { gGlobalState.EntityAdd(m_globalstate, gpGlobals->mapname, (GLOBALESTATE)m_initialstate); } } } void CEnvGlobal::__MAKE_VHOOK(Use)(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) { GLOBALESTATE oldState = gGlobalState.EntityGetState(m_globalstate); GLOBALESTATE newState; switch (m_triggermode) { case 0: newState = GLOBAL_OFF; break; case 1: newState = GLOBAL_ON; break; case 2: newState = GLOBAL_DEAD; break; default: case 3: if (oldState == GLOBAL_ON) { newState = GLOBAL_OFF; } else if (oldState == GLOBAL_OFF) { newState = GLOBAL_ON; } else newState = oldState; } if (gGlobalState.EntityInTable(m_globalstate)) { gGlobalState.EntitySetState(m_globalstate, newState); } else gGlobalState.EntityAdd(m_globalstate, gpGlobals->mapname, newState); } IMPLEMENT_SAVERESTORE(CMultiSource, CBaseEntity) LINK_ENTITY_TO_CLASS(multisource, CMultiSource, CCSMultiSource) // Cache user-entity-field values until spawn is called. void CMultiSource::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd) { if (FStrEq(pkvd->szKeyName, "style") || FStrEq(pkvd->szKeyName, "height") || FStrEq(pkvd->szKeyName, "killtarget") || FStrEq(pkvd->szKeyName, "value1") || FStrEq(pkvd->szKeyName, "value2") || FStrEq(pkvd->szKeyName, "value3")) pkvd->fHandled = TRUE; else if (FStrEq(pkvd->szKeyName, "globalstate")) { m_globalstate = ALLOC_STRING(pkvd->szValue); pkvd->fHandled = TRUE; } else CPointEntity::KeyValue(pkvd); } void CMultiSource::__MAKE_VHOOK(Spawn)() { // set up think for later registration pev->solid = SOLID_NOT; pev->movetype = MOVETYPE_NONE; pev->nextthink = gpGlobals->time + 0.1f; // Until it's initialized pev->spawnflags |= SF_MULTI_INIT; SetThink(&CMultiSource::Register); } #ifdef REGAMEDLL_FIXES void CMultiSource::Restart() { Q_memset(m_rgTriggered, 0, sizeof(m_rgTriggered)); Spawn(); } #endif void CMultiSource::__MAKE_VHOOK(Use)(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) { int i = 0; // Find the entity in our list while (i < m_iTotal) { if (m_rgEntities[i++] == pCaller) break; } // if we didn't find it, report error and leave if (i > m_iTotal) { ALERT(at_console, "MultiSrc:Used by non member %s.\n", STRING(pCaller->pev->classname)); return; } // CONSIDER: a Use input to the multisource always toggles. // Could check useType for ON/OFF/TOGGLE m_rgTriggered[i - 1] ^= 1; if (IsTriggered(pActivator)) { ALERT(at_aiconsole, "Multisource %s enabled (%d inputs)\n", STRING(pev->targetname), m_iTotal); USE_TYPE useType = USE_TOGGLE; if (!FStringNull(m_globalstate)) { useType = USE_ON; } SUB_UseTargets(NULL, useType, 0); } } BOOL CMultiSource::__MAKE_VHOOK(IsTriggered)(CBaseEntity *) { // Is everything triggered? int i = 0; // Still initializing? if (pev->spawnflags & SF_MULTI_INIT) return FALSE; while (i < m_iTotal) { if (m_rgTriggered[i] == 0) break; i++; } if (i == m_iTotal) { if (FStringNull(m_globalstate) || gGlobalState.EntityGetState(m_globalstate) == GLOBAL_ON) { return TRUE; } } return FALSE; } void CMultiSource::Register() { m_iTotal = 0; Q_memset(m_rgEntities, 0, MS_MAX_TARGETS * sizeof(EHANDLE)); SetThink(&CMultiSource::SUB_DoNothing); // search for all entities which target this multisource (pev->targetname) #ifdef REGAMEDLL_FIXES CBaseEntity *pTarget = nullptr; while (m_iTotal < MS_MAX_TARGETS && (pTarget = UTIL_FindEntityByString(pTarget, "target", STRING(pev->targetname)))) { m_rgEntities[m_iTotal++] = pTarget; } pTarget = nullptr; while (m_iTotal < MS_MAX_TARGETS && (pTarget = UTIL_FindEntityByClassname(pTarget, "multi_manager"))) { if (pTarget->HasTarget(pev->targetname)) { m_rgEntities[m_iTotal++] = pTarget; } } #else edict_t *pentTarget = FIND_ENTITY_BY_STRING(NULL, "target", STRING(pev->targetname)); while (!FNullEnt(pentTarget) && m_iTotal < MS_MAX_TARGETS) { CBaseEntity *pTarget = CBaseEntity::Instance(pentTarget); if (pTarget != NULL) { m_rgEntities[m_iTotal++] = pTarget; } pentTarget = FIND_ENTITY_BY_STRING(pentTarget, "target", STRING(pev->targetname)); } pentTarget = FIND_ENTITY_BY_STRING(NULL, "classname", "multi_manager"); while (!FNullEnt(pentTarget) && m_iTotal < MS_MAX_TARGETS) { CBaseEntity *pTarget = CBaseEntity::Instance(pentTarget); if (pTarget != NULL && pTarget->HasTarget(pev->targetname)) { m_rgEntities[m_iTotal++] = pTarget; } pentTarget = FIND_ENTITY_BY_STRING(pentTarget, "classname", "multi_manager"); } #endif pev->spawnflags &= ~SF_MULTI_INIT; } IMPLEMENT_SAVERESTORE(CBaseButton, CBaseToggle) void CBaseButton::__MAKE_VHOOK(Precache)() { char *pszSound; // this button should spark in OFF state if (pev->spawnflags & SF_BUTTON_SPARK_IF_OFF) { PRECACHE_SOUND("buttons/spark1.wav"); PRECACHE_SOUND("buttons/spark2.wav"); PRECACHE_SOUND("buttons/spark3.wav"); PRECACHE_SOUND("buttons/spark4.wav"); PRECACHE_SOUND("buttons/spark5.wav"); PRECACHE_SOUND("buttons/spark6.wav"); } // get door button sounds, for doors which require buttons to open if (m_bLockedSound) { pszSound = ButtonSound(int(m_bLockedSound)); PRECACHE_SOUND(pszSound); m_ls.sLockedSound = ALLOC_STRING(pszSound); } if (m_bUnlockedSound) { pszSound = ButtonSound(int(m_bUnlockedSound)); PRECACHE_SOUND(pszSound); m_ls.sUnlockedSound = ALLOC_STRING(pszSound); } // get sentence group names, for doors which are directly 'touched' to open switch (m_bLockedSentence) { case 1: m_ls.sLockedSentence = MAKE_STRING("NA"); break; // access denied case 2: m_ls.sLockedSentence = MAKE_STRING("ND"); break; // security lockout case 3: m_ls.sLockedSentence = MAKE_STRING("NF"); break; // blast door case 4: m_ls.sLockedSentence = MAKE_STRING("NFIRE"); break; // fire door case 5: m_ls.sLockedSentence = MAKE_STRING("NCHEM"); break; // chemical door case 6: m_ls.sLockedSentence = MAKE_STRING("NRAD"); break; // radiation door case 7: m_ls.sLockedSentence = MAKE_STRING("NCON"); break; // gen containment case 8: m_ls.sLockedSentence = MAKE_STRING("NH"); break; // maintenance door case 9: m_ls.sLockedSentence = MAKE_STRING("NG"); break; // broken door default: m_ls.sLockedSentence = 0; break; } switch (m_bUnlockedSentence) { case 1: m_ls.sUnlockedSentence = MAKE_STRING("EA"); break; // access granted case 2: m_ls.sUnlockedSentence = MAKE_STRING("ED"); break; // security door case 3: m_ls.sUnlockedSentence = MAKE_STRING("EF"); break; // blast door case 4: m_ls.sUnlockedSentence = MAKE_STRING("EFIRE"); break; // fire door case 5: m_ls.sUnlockedSentence = MAKE_STRING("ECHEM"); break; // chemical door case 6: m_ls.sUnlockedSentence = MAKE_STRING("ERAD"); break; // radiation door case 7: m_ls.sUnlockedSentence = MAKE_STRING("ECON"); break; // gen containment case 8: m_ls.sUnlockedSentence = MAKE_STRING("EH"); break; // maintenance door default: m_ls.sUnlockedSentence = 0; break; } } // Cache user-entity-field values until spawn is called. void CBaseButton::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd) { if (FStrEq(pkvd->szKeyName, "changetarget")) { m_strChangeTarget = ALLOC_STRING(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "locked_sound")) { m_bLockedSound = Q_atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "locked_sentence")) { m_bLockedSentence = Q_atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "unlocked_sound")) { m_bUnlockedSound = Q_atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "unlocked_sentence")) { m_bUnlockedSentence = Q_atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "sounds")) { m_sounds = Q_atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else CBaseToggle::KeyValue(pkvd); } // ButtonShot BOOL CBaseButton::__MAKE_VHOOK(TakeDamage)(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) { BUTTON_CODE code = ButtonResponseToTouch(); if (code == BUTTON_NOTHING) { return FALSE; } // Temporarily disable the touch function, until movement is finished. SetTouch(NULL); m_hActivator = CBaseEntity::Instance(pevAttacker); if (m_hActivator == NULL) return FALSE; if (code == BUTTON_RETURN) { EMIT_SOUND(ENT(pev), CHAN_VOICE, (char *)STRING(pev->noise), 1, ATTN_NORM); // Toggle buttons fire when they get back to their "home" position if (!(pev->spawnflags & SF_BUTTON_TOGGLE)) { SUB_UseTargets(m_hActivator, USE_TOGGLE, 0); } ButtonReturn(); } else { // code == BUTTON_ACTIVATE ButtonActivate(); } return FALSE; } // QUAKED func_button (0 .5 .8) ? // When a button is touched, it moves some distance in the direction of it's angle, // triggers all of it's targets, waits some time, then returns to it's original position // where it can be triggered again. // // "angle" determines the opening direction // "target" all entities with a matching targetname will be used // "speed" override the default 40 speed // "wait" override the default 1 second wait (-1 = never return) // "lip" override the default 4 pixel lip remaining at end of move // "health" if set, the button must be killed instead of touched // "sounds" // 0) steam metal // 1) wooden clunk // 2) metallic click // 3) in-out LINK_ENTITY_TO_CLASS(func_button, CBaseButton, CCSButton) void CBaseButton::__MAKE_VHOOK(Spawn)() { char *pszSound; //---------------------------------------------------- //determine sounds for buttons //a sound of 0 should not make a sound //---------------------------------------------------- pszSound = ButtonSound(m_sounds); PRECACHE_SOUND(pszSound); pev->noise = ALLOC_STRING(pszSound); Precache(); // this button should spark in OFF state if (pev->spawnflags & SF_BUTTON_SPARK_IF_OFF) { SetThink(&CBaseButton::ButtonSpark); // no hurry, make sure everything else spawns pev->nextthink = gpGlobals->time + 0.5f; } SetMovedir(pev); pev->movetype = MOVETYPE_PUSH; pev->solid = SOLID_BSP; SET_MODEL(ENT(pev), STRING(pev->model)); if (pev->speed == 0) pev->speed = 40; if (pev->health > 0) { pev->takedamage = DAMAGE_YES; } if (m_flWait == 0) { m_flWait = 1; } if (m_flLip == 0) { m_flLip = 4; } m_toggle_state = TS_AT_BOTTOM; m_vecPosition1 = pev->origin; // Subtract 2 from size because the engine expands bboxes by 1 in all directions making the size too big m_vecPosition2 = m_vecPosition1 + (pev->movedir * (Q_fabs(float_precision(pev->movedir.x * (pev->size.x - 2))) + Q_fabs(float_precision(pev->movedir.y * (pev->size.y - 2))) + Q_fabs(float_precision(pev->movedir.z * (pev->size.z - 2))) - m_flLip)); // Is this a non-moving button? if (((m_vecPosition2 - m_vecPosition1).Length() < 1) || (pev->spawnflags & SF_BUTTON_DONTMOVE)) { m_vecPosition2 = m_vecPosition1; } m_fStayPushed = (m_flWait == -1 ? TRUE : FALSE); m_fRotating = FALSE; // if the button is flagged for USE button activation only, take away it's touch function and add a use function // touchable button if (pev->spawnflags & SF_BUTTON_TOUCH_ONLY) { SetTouch(&CBaseButton::ButtonTouch); } else { SetTouch(NULL); SetUse(&CBaseButton::ButtonUse); } } // Button sound table. // Also used by CBaseDoor to get 'touched' door lock/unlock sounds char *ButtonSound(int sound) { char *pszSound; switch (sound) { case 0: pszSound = "common/null.wav"; break; case 1: pszSound = "buttons/button1.wav"; break; case 2: pszSound = "buttons/button2.wav"; break; case 3: pszSound = "buttons/button3.wav"; break; case 4: pszSound = "buttons/button4.wav"; break; case 5: pszSound = "buttons/button5.wav"; break; case 6: pszSound = "buttons/button6.wav"; break; case 7: pszSound = "buttons/button7.wav"; break; case 8: pszSound = "buttons/button8.wav"; break; case 9: pszSound = "buttons/button9.wav"; break; case 10: pszSound = "buttons/button10.wav"; break; case 11: pszSound = "buttons/button11.wav"; break; case 12: pszSound = "buttons/latchlocked1.wav"; break; case 13: pszSound = "buttons/latchunlocked1.wav"; break; case 14: pszSound = "buttons/lightswitch2.wav"; break; // next 6 slots reserved for any additional sliding button sounds we may add case 21: pszSound = "buttons/lever1.wav"; break; case 22: pszSound = "buttons/lever2.wav"; break; case 23: pszSound = "buttons/lever3.wav"; break; case 24: pszSound = "buttons/lever4.wav"; break; case 25: pszSound = "buttons/lever5.wav"; break; default: pszSound = "buttons/button9.wav"; break; } return pszSound; } // Makes flagged buttons spark when turned off void DoSpark(entvars_t *pev, const Vector &location) { Vector tmp = location + (pev->size * 0.5f); UTIL_Sparks(tmp); //random volume range float flVolume = RANDOM_FLOAT(0.25f, 0.75f) * 0.4f; // NOTE: not to change it switch ((int)(RANDOM_FLOAT(0, 1) * 6)) { case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark1.wav", flVolume, ATTN_NORM); break; case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark2.wav", flVolume, ATTN_NORM); break; case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark3.wav", flVolume, ATTN_NORM); break; case 3: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark4.wav", flVolume, ATTN_NORM); break; case 4: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark5.wav", flVolume, ATTN_NORM); break; case 5: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark6.wav", flVolume, ATTN_NORM); break; } } void CBaseButton::ButtonSpark() { SetThink(&CBaseButton::ButtonSpark); // spark again at random interval pev->nextthink = gpGlobals->time + (0.1 + RANDOM_FLOAT(0, 1.5)); DoSpark(pev, pev->mins); } // Button's Use function void CBaseButton::ButtonUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) { // Ignore touches if button is moving, or pushed-in and waiting to auto-come-out. // UNDONE: Should this use ButtonResponseToTouch() too? if (m_toggle_state == TS_GOING_UP || m_toggle_state == TS_GOING_DOWN) return; m_hActivator = pActivator; if (m_toggle_state == TS_AT_TOP) { if (!m_fStayPushed && (pev->spawnflags & SF_BUTTON_TOGGLE)) { EMIT_SOUND(ENT(pev), CHAN_VOICE, (char *)STRING(pev->noise), VOL_NORM, ATTN_NORM); //SUB_UseTargets(m_eoActivator); ButtonReturn(); } } else ButtonActivate(); } CBaseButton::BUTTON_CODE CBaseButton::ButtonResponseToTouch() { // 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 && !(pev->spawnflags & SF_BUTTON_TOGGLE))) { return BUTTON_NOTHING; } if (m_toggle_state == TS_AT_TOP) { if ((pev->spawnflags & SF_BUTTON_TOGGLE) && !m_fStayPushed) { return BUTTON_RETURN; } } else return BUTTON_ACTIVATE; return BUTTON_NOTHING; } // Touching a button simply "activates" it. void CBaseButton::ButtonTouch(CBaseEntity *pOther) { // Ignore touches by anything but players if (!FClassnameIs(pOther->pev, "player")) return; m_hActivator = pOther; BUTTON_CODE code = ButtonResponseToTouch(); if (code == BUTTON_NOTHING) return; if (!UTIL_IsMasterTriggered(m_sMaster, pOther)) { // play button locked sound PlayLockSounds(pev, &m_ls, TRUE, TRUE); return; } // Temporarily disable the touch function, until movement is finished. SetTouch(NULL); if (code == BUTTON_RETURN) { EMIT_SOUND(ENT(pev), CHAN_VOICE, (char *)STRING(pev->noise), VOL_NORM, ATTN_NORM); SUB_UseTargets(m_hActivator, USE_TOGGLE, 0); ButtonReturn(); } else // code == BUTTON_ACTIVATE { ButtonActivate(); } } // Starts the button moving "in/up". void CBaseButton::ButtonActivate() { EMIT_SOUND(ENT(pev), CHAN_VOICE, (char *)STRING(pev->noise), VOL_NORM, ATTN_NORM); if (!UTIL_IsMasterTriggered(m_sMaster, m_hActivator)) { // button is locked, play locked sound PlayLockSounds(pev, &m_ls, TRUE, TRUE); return; } else { // button is unlocked, play unlocked sound PlayLockSounds(pev, &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, pev->speed); } else { AngularMove(m_vecAngle2, pev->speed); } } // Button has reached the "in/up" position. Activate its "targets", and pause before "popping out". void CBaseButton::TriggerAndWait() { assert(m_toggle_state == TS_GOING_UP); if (!UTIL_IsMasterTriggered(m_sMaster, m_hActivator)) return; m_toggle_state = TS_AT_TOP; // If button automatically comes back out, start it moving out. // Else re-instate touch method if (m_fStayPushed || (pev->spawnflags & SF_BUTTON_TOGGLE)) { // this button only works if USED, not touched! if (!(pev->spawnflags & SF_BUTTON_TOUCH_ONLY)) { // ALL buttons are now use only SetTouch(NULL); } else SetTouch(&CBaseButton::ButtonTouch); } else { pev->nextthink = pev->ltime + m_flWait; SetThink(&CBaseButton::ButtonReturn); } // use alternate textures pev->frame = 1; SUB_UseTargets(m_hActivator, USE_TOGGLE, 0); } // Starts the button moving "out/down". void CBaseButton::ButtonReturn() { //assert(m_toggle_state == TS_AT_TOP); m_toggle_state = TS_GOING_DOWN; SetMoveDone(&CBaseButton::ButtonBackHome); if (!m_fRotating) { LinearMove(m_vecPosition1, pev->speed); } else { AngularMove(m_vecAngle1, pev->speed); } // use normal textures pev->frame = 0; } #ifdef REGAMEDLL_FIXES void CBaseButton::Restart() { m_hActivator = NULL; SetMovedir(pev); ButtonReturn(); if (pev->spawnflags & SF_BUTTON_TOUCH_ONLY) { SetTouch(&CBaseButton::ButtonTouch); } else { SetTouch(NULL); SetUse(&CBaseButton::ButtonUse); } } #endif // Button has returned to start state. Quiesce it. void CBaseButton::ButtonBackHome() { assert(m_toggle_state == TS_GOING_DOWN); m_toggle_state = TS_AT_BOTTOM; if (pev->spawnflags & SF_BUTTON_TOGGLE #ifdef REGAMEDLL_FIXES && m_hActivator #endif ) { //EMIT_SOUND(ENT(pev), CHAN_VOICE, (char *)STRING(pev->noise), 1, ATTN_NORM); SUB_UseTargets(m_hActivator, USE_TOGGLE, 0); } if (!FStringNull(pev->target)) { edict_t *pentTarget = NULL; while ((pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(pev->target))) != NULL) { if (FNullEnt(pentTarget)) break; if (!FClassnameIs(pentTarget, "multisource")) continue; CBaseEntity *pTarget = CBaseEntity::Instance(pentTarget); if (pTarget != NULL) { pTarget->Use(m_hActivator, this, USE_TOGGLE, 0); } } } // Re-instate touch method, movement cycle is complete. // this button only works if USED, not touched! if (!(pev->spawnflags & SF_BUTTON_TOUCH_ONLY)) { // All buttons are now use only SetTouch(NULL); } else SetTouch(&CBaseButton::ButtonTouch); // reset think for a sparking button if (pev->spawnflags & SF_BUTTON_SPARK_IF_OFF) { SetThink(&CBaseButton::ButtonSpark); // no hurry. pev->nextthink = gpGlobals->time + 0.5f; } } LINK_ENTITY_TO_CLASS(func_rot_button, CRotButton, CCSRotButton) void CRotButton::__MAKE_VHOOK(Spawn)() { char *pszSound; // determine sounds for buttons // a sound of 0 should not make a sound pszSound = ButtonSound(m_sounds); PRECACHE_SOUND(pszSound); pev->noise = ALLOC_STRING(pszSound); // set the axis of rotation CBaseToggle::AxisDir(pev); // check for clockwise rotation if (pev->spawnflags & SF_DOOR_ROTATE_BACKWARDS) { pev->movedir = pev->movedir * -1; } pev->movetype = MOVETYPE_PUSH; if (pev->spawnflags & SF_ROTBUTTON_NOTSOLID) pev->solid = SOLID_NOT; else pev->solid = SOLID_BSP; SET_MODEL(ENT(pev), STRING(pev->model)); if (pev->speed == 0) pev->speed = 40; if (m_flWait == 0) { m_flWait = 1; } if (pev->health > 0) { pev->takedamage = DAMAGE_YES; } m_toggle_state = TS_AT_BOTTOM; m_vecAngle1 = pev->angles; m_vecAngle2 = pev->angles + pev->movedir * m_flMoveDistance; assert(("rotating button start/end positions are equal", m_vecAngle1 != m_vecAngle2)); m_fStayPushed = (m_flWait == -1 ? TRUE : FALSE); m_fRotating = TRUE; // if the button is flagged for USE button activation only, take away it's touch function and add a use function if (!(pev->spawnflags & SF_BUTTON_TOUCH_ONLY)) { SetTouch(NULL); SetUse(&CRotButton::ButtonUse); } else // touchable button SetTouch(&CRotButton::ButtonTouch); //SetTouch(ButtonTouch); } IMPLEMENT_SAVERESTORE(CMomentaryRotButton, CBaseToggle) LINK_ENTITY_TO_CLASS(momentary_rot_button, CMomentaryRotButton, CCSMomentaryRotButton) void CMomentaryRotButton::__MAKE_VHOOK(Spawn)() { CBaseToggle::AxisDir(pev); if (pev->speed == 0) pev->speed = 100; if (m_flMoveDistance < 0) { m_start = pev->angles + pev->movedir * m_flMoveDistance; m_end = pev->angles; // This will toggle to -1 on the first use() m_direction = 1; m_flMoveDistance = -m_flMoveDistance; } else { m_start = pev->angles; m_end = pev->angles + pev->movedir * m_flMoveDistance; // This will toggle to +1 on the first use() m_direction = -1; } if (pev->spawnflags & SF_MOMENTARY_DOOR) pev->solid = SOLID_BSP; else pev->solid = SOLID_NOT; pev->movetype = MOVETYPE_PUSH; UTIL_SetOrigin(pev, pev->origin); SET_MODEL(ENT(pev), STRING(pev->model)); char *pszSound = ButtonSound(m_sounds); PRECACHE_SOUND(pszSound); pev->noise = ALLOC_STRING(pszSound); m_lastUsed = 0; } void CMomentaryRotButton::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd) { if (FStrEq(pkvd->szKeyName, "returnspeed")) { m_returnSpeed = Q_atof(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "sounds")) { m_sounds = Q_atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else CBaseToggle::KeyValue(pkvd); } void CMomentaryRotButton::PlaySound() { EMIT_SOUND(ENT(pev), CHAN_VOICE, (char *)STRING(pev->noise), VOL_NORM, ATTN_NORM); } // BUGBUG: This design causes a latentcy. When the button is retriggered, the first impulse // will send the target in the wrong direction because the parameter is calculated based on the // current, not future position. void CMomentaryRotButton::__MAKE_VHOOK(Use)(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) { pev->ideal_yaw = CBaseToggle::AxisDelta(pev->spawnflags, pev->angles, m_start) / m_flMoveDistance; UpdateAllButtons(pev->ideal_yaw, 1); UpdateTarget(pev->ideal_yaw); #if 0 // Calculate destination angle and use it to predict value, this prevents sending target in wrong direction on retriggering Vector dest = pev->angles + pev->avelocity * (pev->nextthink - pev->ltime); float value1 = CBaseToggle::AxisDelta(pev->spawnflags, dest, m_start) / m_flMoveDistance; UpdateTarget(value1); #endif } void CMomentaryRotButton::UpdateAllButtons(float value, int start) { // Update all rot buttons attached to the same target edict_t *pentTarget = NULL; while (true) { pentTarget = FIND_ENTITY_BY_STRING(pentTarget, "target", STRING(pev->target)); if (FNullEnt(pentTarget)) break; if (FClassnameIs(VARS(pentTarget), "momentary_rot_button")) { CMomentaryRotButton *pEntity = CMomentaryRotButton::Instance(pentTarget); if (pEntity != NULL) { if (start) pEntity->UpdateSelf(value); else pEntity->UpdateSelfReturn(value); } } } } void CMomentaryRotButton::UpdateSelf(float value) { bool fplaysound = false; if (!m_lastUsed) { fplaysound = true; m_direction = -m_direction; } m_lastUsed = 1; pev->nextthink = pev->ltime + 0.1f; if (m_direction > 0 && value >= 1.0f) { pev->avelocity = g_vecZero; pev->angles = m_end; return; } else if (m_direction < 0 && value <= 0.0f) { pev->avelocity = g_vecZero; pev->angles = m_start; return; } if (fplaysound) { PlaySound(); } // HACKHACK -- If we're going slow, we'll get multiple player packets per frame, bump nexthink on each one to avoid stalling if (pev->nextthink < pev->ltime) pev->nextthink = pev->ltime + 0.1f; else pev->nextthink += 0.1f; pev->avelocity = (m_direction * pev->speed) * pev->movedir; SetThink(&CMomentaryRotButton::Off); } void CMomentaryRotButton::UpdateTarget(float value) { if (!FStringNull(pev->target)) { edict_t *pentTarget = NULL; while ((pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(pev->target))) != NULL) { if (FNullEnt(pentTarget)) break; CBaseEntity *pEntity = CBaseEntity::Instance(pentTarget); if (pEntity != NULL) { pEntity->Use(this, this, USE_SET, value); } } } } void CMomentaryRotButton::Off() { pev->avelocity = g_vecZero; m_lastUsed = 0; if ((pev->spawnflags & SF_PENDULUM_AUTO_RETURN) && m_returnSpeed > 0) { SetThink(&CMomentaryRotButton::Return); pev->nextthink = pev->ltime + 0.1f; m_direction = -1; } else SetThink(NULL); } void CMomentaryRotButton::Return() { float value = CBaseToggle::AxisDelta(pev->spawnflags, pev->angles, m_start) / m_flMoveDistance; // This will end up calling UpdateSelfReturn() n times, but it still works right UpdateAllButtons(value, 0); if (value > 0) { UpdateTarget(value); } } void CMomentaryRotButton::UpdateSelfReturn(float value) { if (value <= 0) { pev->avelocity = g_vecZero; pev->angles = m_start; pev->nextthink = -1; SetThink(NULL); } else { pev->avelocity = -m_returnSpeed * pev->movedir; pev->nextthink = pev->ltime + 0.1f; } } IMPLEMENT_SAVERESTORE(CEnvSpark, CBaseEntity) LINK_ENTITY_TO_CLASS(env_spark, CEnvSpark, CCSEnvSpark) LINK_ENTITY_TO_CLASS(env_debris, CEnvSpark, CCSEnvSpark) void CEnvSpark::__MAKE_VHOOK(Spawn)() { SetThink(NULL); SetUse(NULL); // Use for on/off if (pev->spawnflags & SF_SPARK_TOOGLE) { // Start on if (pev->spawnflags & SF_SPARK_IF_OFF) { // start sparking SetThink(&CEnvSpark::SparkThink); // set up +USE to stop sparking SetUse(&CEnvSpark::SparkStop); } else SetUse(&CEnvSpark::SparkStart); } else SetThink(&CEnvSpark::SparkThink); pev->nextthink = gpGlobals->time + (0.1f + RANDOM_FLOAT(0.0f, 1.5f)); if (m_flDelay <= 0.0f) { m_flDelay = 1.5f; } Precache(); } void CEnvSpark::__MAKE_VHOOK(Precache)() { PRECACHE_SOUND("buttons/spark1.wav"); PRECACHE_SOUND("buttons/spark2.wav"); PRECACHE_SOUND("buttons/spark3.wav"); PRECACHE_SOUND("buttons/spark4.wav"); PRECACHE_SOUND("buttons/spark5.wav"); PRECACHE_SOUND("buttons/spark6.wav"); } void CEnvSpark::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd) { if (FStrEq(pkvd->szKeyName, "MaxDelay")) { m_flDelay = Q_atof(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "style") || FStrEq(pkvd->szKeyName, "height") || FStrEq(pkvd->szKeyName, "killtarget") || FStrEq(pkvd->szKeyName, "value1") || FStrEq(pkvd->szKeyName, "value2") || FStrEq(pkvd->szKeyName, "value3")) pkvd->fHandled = TRUE; else CBaseEntity::KeyValue(pkvd); } void CEnvSpark::SparkThink() { pev->nextthink = gpGlobals->time + 0.1f + RANDOM_FLOAT(0, m_flDelay); DoSpark(pev, pev->origin); } void CEnvSpark::SparkStart(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) { SetUse(&CEnvSpark::SparkStop); SetThink(&CEnvSpark::SparkThink); pev->nextthink = gpGlobals->time + (0.1f + RANDOM_FLOAT(0, m_flDelay)); } void CEnvSpark::SparkStop(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) { SetUse(&CEnvSpark::SparkStart); SetThink(NULL); } LINK_ENTITY_TO_CLASS(button_target, CButtonTarget, CCSButtonTarget) void CButtonTarget::__MAKE_VHOOK(Spawn)() { pev->movetype = MOVETYPE_PUSH; pev->solid = SOLID_BSP; SET_MODEL(ENT(pev), STRING(pev->model)); pev->takedamage = DAMAGE_YES; if (pev->spawnflags & SF_BTARGET_ON) { pev->frame = 1; } } void CButtonTarget::__MAKE_VHOOK(Use)(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) { if (!ShouldToggle(useType, int(pev->frame))) return; pev->frame = 1 - pev->frame; if (pev->frame) { SUB_UseTargets(pActivator, USE_ON, 0); } else SUB_UseTargets(pActivator, USE_OFF, 0); } int CButtonTarget::__MAKE_VHOOK(ObjectCaps)() { int caps = (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); if (pev->spawnflags & SF_BTARGET_USE) return caps | FCAP_IMPULSE_USE; else return caps; } BOOL CButtonTarget::__MAKE_VHOOK(TakeDamage)(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) { Use(Instance(pevAttacker), this, USE_TOGGLE, 0); return TRUE; }