ReGameDLL_CS/regamedll/dlls/buttons.h
2015-12-11 02:30:31 +06:00

230 lines
6.6 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
/* <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