/* * * 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 /* <249a3> ../cstrike/dlls/buttons.cpp:38 */ class CEnvGlobal: public CPointEntity { public: virtual void Spawn(void); 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); void KeyValue_(KeyValueData *pkvd); int Save_(CSave &save); int Restore_(CRestore &restore); void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); #endif // HOOK_GAMEDLL public: static TYPEDESCRIPTION IMPL(m_SaveData)[3]; public: string_t m_globalstate; int m_triggermode; int m_initialstate; };/* size: 164, cachelines: 3, members: 5 */ /* <24b67> ../cstrike/dlls/buttons.cpp:800 */ class CRotButton: public CBaseButton { public: virtual void Spawn(void); #ifdef HOOK_GAMEDLL void Spawn_(void); #endif // HOOK_GAMEDLL };/* size: 368, cachelines: 6, members: 1 */ /* <24bba> ../cstrike/dlls/buttons.cpp:873 */ class CMomentaryRotButton: public CBaseToggle { public: virtual void Spawn(void); virtual void KeyValue(KeyValueData *pkvd); virtual int Save(CSave &save); virtual int Restore(CRestore &restore); virtual int ObjectCaps(void) { 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); void KeyValue_(KeyValueData *pkvd); int Save_(CSave &save); int Restore_(CRestore &restore); void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); #endif // HOOK_GAMEDLL public: void EXPORT Off(void); void EXPORT Return(void); void UpdateSelf(float value); void UpdateSelfReturn(float value); void UpdateAllButtons(float value, int start); void PlaySound(void); void UpdateTarget(float value); public: static CMomentaryRotButton *Instance(edict_t *pent) { return (CMomentaryRotButton *)GET_PRIVATE(pent); } public: static TYPEDESCRIPTION IMPL(m_SaveData)[6]; public: int m_lastUsed; int m_direction; float m_returnSpeed; Vector m_start; Vector m_end; int m_sounds; };/* size: 352, cachelines: 6, members: 8 */ /* <24c08> ../cstrike/dlls/buttons.cpp:1117 */ class CEnvSpark: public CBaseEntity { public: virtual void Spawn(void); virtual void Precache(void); virtual void KeyValue(KeyValueData *pkvd); virtual int Save(CSave &save); virtual int Restore(CRestore &restore); #ifdef HOOK_GAMEDLL void Spawn_(void); void Precache_(void); void KeyValue_(KeyValueData *pkvd); int Save_(CSave &save); int Restore_(CRestore &restore); #endif // HOOK_GAMEDLL public: void EXPORT SparkThink(void); 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]; public: float m_flDelay; };/* size: 156, cachelines: 3, members: 3 */ /* <24c24> ../cstrike/dlls/buttons.cpp:1223 */ class CButtonTarget: public CBaseEntity { public: virtual void Spawn(void); virtual int ObjectCaps(void); 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_(void); int ObjectCaps_(void); int TakeDamage_(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); #endif // HOOK_GAMEDLL };/* size: 152, cachelines: 3, members: 1 */ char *ButtonSound(int sound); void DoSpark(entvars_t *pev, const Vector &location); #ifdef HOOK_GAMEDLL // linked objects C_DLLEXPORT void env_global(entvars_t *pev); C_DLLEXPORT void multisource(entvars_t *pev); C_DLLEXPORT void func_button(entvars_t *pev); C_DLLEXPORT void func_rot_button(entvars_t *pev); C_DLLEXPORT void momentary_rot_button(entvars_t *pev); C_DLLEXPORT void env_spark(entvars_t *pev); C_DLLEXPORT void env_debris(entvars_t *pev); C_DLLEXPORT void button_target(entvars_t *pev); #endif // HOOK_GAMEDLL #endif // BUTTON_H