mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 15:45:41 +03:00
3d252fe527
Fixed some critical bugs and typos (carrer_task, tutor, zbot and other) Added command line option `-bots` to run bots in CS 1.6 Removed the tests demo record/player from myself the project and also dependency of the steam library. Fixed the progress bar when generating a nav file.
160 lines
4.7 KiB
C++
160 lines
4.7 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#ifndef DOORS_H
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#define DOORS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#define DOOR_SENTENCEWAIT 6
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#define DOOR_SOUNDWAIT 3
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#define BUTTON_SOUNDWAIT 0.5
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#define SF_DOOR_ROTATE_Y 0
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#define SF_DOOR_START_OPEN 1
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#define SF_DOOR_ROTATE_BACKWARDS 2
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#define SF_DOOR_PASSABLE 8
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#define SF_DOOR_ONEWAY 16
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#define SF_DOOR_NO_AUTO_RETURN 32
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#define SF_DOOR_ROTATE_Z 64
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#define SF_DOOR_ROTATE_X 128
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#define SF_DOOR_USE_ONLY 256 // door must be opened by player's use button.
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#define SF_DOOR_NOMONSTERS 512 // Monster can't open
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#define SF_DOOR_SILENT 0x80000000
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class CBaseDoor: public CBaseToggle
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{
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public:
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virtual void Spawn();
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virtual void Precache();
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virtual void Restart();
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virtual void KeyValue(KeyValueData *pkvd);
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virtual int Save(CSave &save);
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virtual int Restore(CRestore &restore);
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virtual int ObjectCaps()
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{
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if (pev->spawnflags & SF_ITEM_USE_ONLY)
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return (CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_IMPULSE_USE;
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else
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return (CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION);
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}
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virtual void SetToggleState(int state);
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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virtual void Blocked(CBaseEntity *pOther);
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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void Precache_();
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void Restart_();
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void KeyValue_(KeyValueData *pkvd);
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int Save_(CSave &save);
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int Restore_(CRestore &restore);
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void SetToggleState_(int state);
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void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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void Blocked_(CBaseEntity *pOther);
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#endif
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public:
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static TYPEDESCRIPTION IMPL(m_SaveData)[7];
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// used to selectivly override defaults
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void EXPORT DoorTouch(CBaseEntity *pOther);
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int DoorActivate();
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void EXPORT DoorGoUp();
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void EXPORT DoorGoDown();
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void EXPORT DoorHitTop();
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void EXPORT DoorHitBottom();
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public:
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BYTE m_bHealthValue; // some doors are medi-kit doors, they give players health
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BYTE m_bMoveSnd; // sound a door makes while moving
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BYTE m_bStopSnd; // sound a door makes when it stops
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locksound_t m_ls; // door lock sounds
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BYTE m_bLockedSound; // ordinals from entity selection
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BYTE m_bLockedSentence;
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BYTE m_bUnlockedSound;
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BYTE m_bUnlockedSentence;
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float m_lastBlockedTimestamp;
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};
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class CRotDoor: public CBaseDoor
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{
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public:
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virtual void Spawn();
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virtual void Restart();
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virtual void SetToggleState(int state);
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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void Restart_();
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void SetToggleState_(int state);
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#endif
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};
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class CMomentaryDoor: public CBaseToggle
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{
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public:
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virtual void Spawn();
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virtual void Precache();
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virtual void KeyValue(KeyValueData *pkvd);
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virtual int Save(CSave &save);
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virtual int Restore(CRestore &restore);
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virtual int ObjectCaps() { return (CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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void Precache_();
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void KeyValue_(KeyValueData *pkvd);
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int Save_(CSave &save);
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int Restore_(CRestore &restore);
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void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#endif
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public:
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static TYPEDESCRIPTION IMPL(m_SaveData)[1];
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BYTE m_bMoveSnd; // sound a door makes while moving
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};
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void PlayLockSounds(entvars_t *pev, locksound_t *pls, int flocked, int fbutton);
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#endif // DOORS_H
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