ReGameDLL_CS/regamedll/dlls/doors.h
s1lentq baac9cbad4 Bugfix: leak entities from weaponbox when touched grenades. (bug by valve)
CZBot: the check cvar bot_deathmath on every time.
2016-07-21 07:25:49 +07:00

160 lines
4.7 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 DOORS_H
#define DOORS_H
#ifdef _WIN32
#pragma once
#endif
#define DOOR_SENTENCEWAIT 6
#define DOOR_SOUNDWAIT 3
#define BUTTON_SOUNDWAIT 0.5
#define SF_DOOR_ROTATE_Y 0
#define SF_DOOR_START_OPEN 1
#define SF_DOOR_ROTATE_BACKWARDS 2
#define SF_DOOR_PASSABLE 8
#define SF_DOOR_ONEWAY 16
#define SF_DOOR_NO_AUTO_RETURN 32
#define SF_DOOR_ROTATE_Z 64
#define SF_DOOR_ROTATE_X 128
#define SF_DOOR_USE_ONLY 256 // door must be opened by player's use button.
#define SF_DOOR_NOMONSTERS 512 // Monster can't open
#define SF_DOOR_SILENT 0x80000000
class CBaseDoor: public CBaseToggle
{
public:
virtual void Spawn();
virtual void Precache();
virtual void Restart();
virtual void KeyValue(KeyValueData *pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual int ObjectCaps()
{
if (pev->spawnflags & SF_ITEM_USE_ONLY)
return (CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_IMPULSE_USE;
else
return (CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION);
}
virtual void SetToggleState(int state);
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
virtual void Blocked(CBaseEntity *pOther);
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
void Restart_();
void KeyValue_(KeyValueData *pkvd);
int Save_(CSave &save);
int Restore_(CRestore &restore);
void SetToggleState_(int state);
void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
void Blocked_(CBaseEntity *pOther);
#endif
public:
static TYPEDESCRIPTION IMPL(m_SaveData)[7];
// used to selectivly override defaults
void EXPORT DoorTouch(CBaseEntity *pOther);
int DoorActivate();
void EXPORT DoorGoUp();
void EXPORT DoorGoDown();
void EXPORT DoorHitTop();
void EXPORT DoorHitBottom();
public:
byte m_bHealthValue; // some doors are medi-kit doors, they give players health
byte m_bMoveSnd; // sound a door makes while moving
byte m_bStopSnd; // sound a door makes when it stops
locksound_t m_ls; // door lock sounds
byte m_bLockedSound; // ordinals from entity selection
byte m_bLockedSentence;
byte m_bUnlockedSound;
byte m_bUnlockedSentence;
float m_lastBlockedTimestamp;
};
class CRotDoor: public CBaseDoor
{
public:
virtual void Spawn();
virtual void Restart();
virtual void SetToggleState(int state);
#ifdef HOOK_GAMEDLL
void Spawn_();
void Restart_();
void SetToggleState_(int state);
#endif
};
class CMomentaryDoor: public CBaseToggle
{
public:
virtual void Spawn();
virtual void Precache();
virtual void KeyValue(KeyValueData *pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual int ObjectCaps() { return (CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
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)[1];
byte m_bMoveSnd; // sound a door makes while moving
};
void PlayLockSounds(entvars_t *pev, locksound_t *pls, int flocked, int fbutton);
#endif // DOORS_H