mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
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158 lines
4.4 KiB
C++
158 lines
4.4 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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#pragma once
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#define SF_GLOBAL_SET BIT(0) // Set global state to initial state on spawn
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class CEnvGlobal: public CPointEntity
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{
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public:
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virtual void Spawn();
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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 void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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public:
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static TYPEDESCRIPTION m_SaveData[];
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string_t m_globalstate;
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int m_triggermode;
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int m_initialstate;
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};
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#define SF_ROTBUTTON_NOTSOLID BIT(0)
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#define SF_ROTBUTTON_BACKWARDS BIT(1)
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class CRotButton: public CBaseButton
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{
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public:
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virtual void Spawn();
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#ifdef REGAMEDLL_FIXES
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virtual void Restart();
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virtual int Save(CSave &save);
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virtual int Restore(CRestore &restore);
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public:
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static TYPEDESCRIPTION m_SaveData[];
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Vector m_vecSpawn;
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#endif
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};
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// Make this button behave like a door (HACKHACK)
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// This will disable use and make the button solid
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// rotating buttons were made SOLID_NOT by default since their were some
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// collision problems with them...
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#define SF_MOMENTARY_DOOR BIT(0)
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class CMomentaryRotButton: public CBaseToggle
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{
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public:
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virtual void Spawn();
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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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int flags = CBaseToggle::ObjectCaps() & (~FCAP_ACROSS_TRANSITION);
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if (pev->spawnflags & SF_MOMENTARY_DOOR)
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{
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return flags;
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}
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return (flags | FCAP_CONTINUOUS_USE);
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}
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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public:
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void EXPORT Off();
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void EXPORT Return();
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void UpdateSelf(float value);
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void UpdateSelfReturn(float value);
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void UpdateAllButtons(float value, int start);
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void PlaySound();
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void UpdateTarget(float value);
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public:
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static CMomentaryRotButton *Instance(edict_t *pent) { return (CMomentaryRotButton *)GET_PRIVATE(pent); }
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static TYPEDESCRIPTION m_SaveData[];
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int m_lastUsed;
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int m_direction;
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float m_returnSpeed;
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Vector m_start;
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Vector m_end;
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int m_sounds;
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};
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#define SF_SPARK_TOOGLE BIT(5)
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#define SF_SPARK_IF_OFF BIT(6)
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class CEnvSpark: public CBaseEntity
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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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#ifdef REGAMEDLL_FIXES
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virtual void Restart();
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#endif
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public:
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void EXPORT SparkThink();
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void EXPORT SparkStart(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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void EXPORT SparkStop(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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public:
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static TYPEDESCRIPTION m_SaveData[];
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float m_flDelay;
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};
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#define SF_BTARGET_USE BIT(0)
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#define SF_BTARGET_ON BIT(1)
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class CButtonTarget: public CBaseEntity
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{
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public:
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virtual void Spawn();
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virtual int ObjectCaps();
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virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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};
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char *ButtonSound(int sound);
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void DoSpark(entvars_t *pev, const Vector &location);
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