ReGameDLL_CS/regamedll/dlls/buttons.h
2019-09-23 04:09:58 +07:00

158 lines
4.4 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.
*
*/
#pragma once
#define SF_GLOBAL_SET BIT(0) // Set global state to initial state on spawn
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);
public:
static TYPEDESCRIPTION m_SaveData[];
string_t m_globalstate;
int m_triggermode;
int m_initialstate;
};
#define SF_ROTBUTTON_NOTSOLID BIT(0)
#define SF_ROTBUTTON_BACKWARDS BIT(1)
class CRotButton: public CBaseButton
{
public:
virtual void Spawn();
#ifdef REGAMEDLL_FIXES
virtual void Restart();
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
public:
static TYPEDESCRIPTION m_SaveData[];
Vector m_vecSpawn;
#endif
};
// 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 BIT(0)
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);
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 m_SaveData[];
int m_lastUsed;
int m_direction;
float m_returnSpeed;
Vector m_start;
Vector m_end;
int m_sounds;
};
#define SF_SPARK_TOOGLE BIT(5)
#define SF_SPARK_IF_OFF BIT(6)
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 REGAMEDLL_FIXES
virtual void Restart();
#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 m_SaveData[];
float m_flDelay;
};
#define SF_BTARGET_USE BIT(0)
#define SF_BTARGET_ON BIT(1)
class CButtonTarget: public CBaseEntity
{
public:
virtual void Spawn();
virtual int ObjectCaps();
virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
};
char *ButtonSound(int sound);
void DoSpark(entvars_t *pev, const Vector &location);