/* * * 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: CEnvGlobal(); 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: CRotButton(); virtual void Spawn(); #ifdef HOOK_GAMEDLL void Spawn_(); #endif }; class CMomentaryRotButton: public CBaseToggle { public: CMomentaryRotButton(); 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: CEnvSpark(); 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: CButtonTarget(); 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