ReGameDLL_CS/regamedll/dlls/buttons.h
s1lentq 9b955f2672 Regamedll API WIP: Added new interfaces-objects
Removed some useless code in CBasePlayerWeapon::GetNextAttackDelay
Removed the allocation of the entity CSoundEnt, because it is useless for CS 1.6 also removed UpdatePlayerSound
2016-03-17 23:58:24 +06:00

199 lines
5.6 KiB
C++

/*
*
* 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.
*
*/
#ifndef BUTTON_H
#define BUTTON_H
#ifdef _WIN32
#pragma once
#endif
#define SF_BUTTON_DONTMOVE 1
#define SF_ROTBUTTON_NOTSOLID 1
#define SF_BUTTON_TOGGLE 32 // button stays pushed until reactivated
#define SF_BUTTON_SPARK_IF_OFF 64 // button sparks in OFF state
#define SF_BUTTON_TOUCH_ONLY 256 // button only fires as a result of USE key.
#define SF_GLOBAL_SET 1 // Set global state to initial state on spawn
#define SF_MULTI_INIT 1
// 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 0x0001
#define SF_SPARK_TOOGLE 32
#define SF_SPARK_IF_OFF 64
#define SF_BTARGET_USE 0x0001
#define SF_BTARGET_ON 0x0002
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);
#ifdef HOOK_GAMEDLL
void Spawn_();
void KeyValue_(KeyValueData *pkvd);
int Save_(CSave &save);
int Restore_(CRestore &restore);
void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#endif
public:
static TYPEDESCRIPTION IMPL(m_SaveData)[3];
string_t m_globalstate;
int m_triggermode;
int m_initialstate;
};
class CRotButton: public CBaseButton
{
public:
virtual void Spawn();
#ifdef HOOK_GAMEDLL
void Spawn_();
#endif
};
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);
#ifdef HOOK_GAMEDLL
void Spawn_();
void KeyValue_(KeyValueData *pkvd);
int Save_(CSave &save);
int Restore_(CRestore &restore);
void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#endif
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 IMPL(m_SaveData)[6];
int m_lastUsed;
int m_direction;
float m_returnSpeed;
Vector m_start;
Vector m_end;
int m_sounds;
};
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 HOOK_GAMEDLL
void Spawn_();
void Precache_();
void KeyValue_(KeyValueData *pkvd);
int Save_(CSave &save);
int Restore_(CRestore &restore);
#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 IMPL(m_SaveData)[1];
float m_flDelay;
};
class CButtonTarget: public CBaseEntity
{
public:
virtual void Spawn();
virtual int ObjectCaps();
virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#ifdef HOOK_GAMEDLL
void Spawn_();
int ObjectCaps_();
int TakeDamage_(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#endif
};
char *ButtonSound(int sound);
void DoSpark(entvars_t *pev, const Vector &location);
#endif // BUTTON_H