mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-30 16:45:51 +03:00
f071682392
Added hook api CanBuyItemThis Use BOOL for TakeDamage/TakeHealth because should return TRUE/FALSE
1203 lines
31 KiB
C++
1203 lines
31 KiB
C++
#include "precompiled.h"
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/*
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* Globals initialization
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*/
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#ifndef HOOK_GAMEDLL
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TYPEDESCRIPTION CEnvGlobal::m_SaveData[] =
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{
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DEFINE_FIELD(CEnvGlobal, m_globalstate, FIELD_STRING),
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DEFINE_FIELD(CEnvGlobal, m_triggermode, FIELD_INTEGER),
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DEFINE_FIELD(CEnvGlobal, m_initialstate, FIELD_INTEGER),
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};
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TYPEDESCRIPTION CMultiSource::m_SaveData[] =
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{
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// BUGBUG FIX
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DEFINE_ARRAY(CMultiSource, m_rgEntities, FIELD_EHANDLE, MS_MAX_TARGETS),
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DEFINE_ARRAY(CMultiSource, m_rgTriggered, FIELD_INTEGER, MS_MAX_TARGETS),
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DEFINE_FIELD(CMultiSource, m_iTotal, FIELD_INTEGER),
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DEFINE_FIELD(CMultiSource, m_globalstate, FIELD_STRING),
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};
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// CBaseButton
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TYPEDESCRIPTION CBaseButton::m_SaveData[] =
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{
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DEFINE_FIELD(CBaseButton, m_fStayPushed, FIELD_BOOLEAN),
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DEFINE_FIELD(CBaseButton, m_fRotating, FIELD_BOOLEAN),
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DEFINE_FIELD(CBaseButton, m_sounds, FIELD_INTEGER),
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DEFINE_FIELD(CBaseButton, m_bLockedSound, FIELD_CHARACTER),
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DEFINE_FIELD(CBaseButton, m_bLockedSentence, FIELD_CHARACTER),
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DEFINE_FIELD(CBaseButton, m_bUnlockedSound, FIELD_CHARACTER),
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DEFINE_FIELD(CBaseButton, m_bUnlockedSentence, FIELD_CHARACTER),
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DEFINE_FIELD(CBaseButton, m_strChangeTarget, FIELD_STRING),
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// DEFINE_FIELD(CBaseButton, m_ls, FIELD_???), // This is restored in Precache()
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};
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TYPEDESCRIPTION CMomentaryRotButton::m_SaveData[] =
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{
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DEFINE_FIELD(CMomentaryRotButton, m_lastUsed, FIELD_INTEGER),
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DEFINE_FIELD(CMomentaryRotButton, m_direction, FIELD_INTEGER),
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DEFINE_FIELD(CMomentaryRotButton, m_returnSpeed, FIELD_FLOAT),
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DEFINE_FIELD(CMomentaryRotButton, m_start, FIELD_VECTOR),
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DEFINE_FIELD(CMomentaryRotButton, m_end, FIELD_VECTOR),
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DEFINE_FIELD(CMomentaryRotButton, m_sounds, FIELD_INTEGER),
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};
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TYPEDESCRIPTION CEnvSpark::m_SaveData[] =
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{
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DEFINE_FIELD(CEnvSpark, m_flDelay, FIELD_FLOAT),
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};
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#endif // HOOK_GAMEDLL
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IMPLEMENT_SAVERESTORE(CEnvGlobal, CBaseEntity);
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LINK_ENTITY_TO_CLASS(env_global, CEnvGlobal, CCSEnvGlobal);
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void CEnvGlobal::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd)
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{
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pkvd->fHandled = TRUE;
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// State name
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if (FStrEq(pkvd->szKeyName, "globalstate"))
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{
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m_globalstate = ALLOC_STRING(pkvd->szValue);
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}
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else if (FStrEq(pkvd->szKeyName, "triggermode"))
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{
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m_triggermode = Q_atoi(pkvd->szValue);
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}
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else if (FStrEq(pkvd->szKeyName, "initialstate"))
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{
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m_initialstate = Q_atoi(pkvd->szValue);
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}
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else
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CPointEntity::KeyValue(pkvd);
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}
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void CEnvGlobal::__MAKE_VHOOK(Spawn)()
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{
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if (!m_globalstate)
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{
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REMOVE_ENTITY(ENT(pev));
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return;
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}
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if (pev->spawnflags & SF_GLOBAL_SET)
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{
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if (!gGlobalState.EntityInTable(m_globalstate))
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{
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gGlobalState.EntityAdd(m_globalstate, gpGlobals->mapname, (GLOBALESTATE)m_initialstate);
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}
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}
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}
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void CEnvGlobal::__MAKE_VHOOK(Use)(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
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{
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GLOBALESTATE oldState = gGlobalState.EntityGetState(m_globalstate);
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GLOBALESTATE newState;
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switch (m_triggermode)
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{
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case 0:
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newState = GLOBAL_OFF;
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break;
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case 1:
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newState = GLOBAL_ON;
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break;
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case 2:
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newState = GLOBAL_DEAD;
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break;
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default:
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case 3:
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if (oldState == GLOBAL_ON)
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{
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newState = GLOBAL_OFF;
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}
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else if (oldState == GLOBAL_OFF)
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{
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newState = GLOBAL_ON;
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}
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else
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newState = oldState;
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}
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if (gGlobalState.EntityInTable(m_globalstate))
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{
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gGlobalState.EntitySetState(m_globalstate, newState);
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}
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else
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gGlobalState.EntityAdd(m_globalstate, gpGlobals->mapname, newState);
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}
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IMPLEMENT_SAVERESTORE(CMultiSource, CBaseEntity);
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LINK_ENTITY_TO_CLASS(multisource, CMultiSource, CCSMultiSource);
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// Cache user-entity-field values until spawn is called.
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void CMultiSource::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd)
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{
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if (FStrEq(pkvd->szKeyName, "style")
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|| FStrEq(pkvd->szKeyName, "height")
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|| FStrEq(pkvd->szKeyName, "killtarget")
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|| FStrEq(pkvd->szKeyName, "value1")
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|| FStrEq(pkvd->szKeyName, "value2")
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|| FStrEq(pkvd->szKeyName, "value3"))
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pkvd->fHandled = TRUE;
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else if (FStrEq(pkvd->szKeyName, "globalstate"))
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{
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m_globalstate = ALLOC_STRING(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else
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CPointEntity::KeyValue(pkvd);
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}
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void CMultiSource::__MAKE_VHOOK(Spawn)()
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{
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// set up think for later registration
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pev->solid = SOLID_NOT;
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pev->movetype = MOVETYPE_NONE;
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pev->nextthink = gpGlobals->time + 0.1f;
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// Until it's initialized
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pev->spawnflags |= SF_MULTI_INIT;
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SetThink(&CMultiSource::Register);
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}
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void CMultiSource::__MAKE_VHOOK(Use)(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
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{
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int i = 0;
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// Find the entity in our list
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while (i < m_iTotal)
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{
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if (m_rgEntities[i++] == pCaller)
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break;
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}
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// if we didn't find it, report error and leave
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if (i > m_iTotal)
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{
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ALERT(at_console, "MultiSrc:Used by non member %s.\n", STRING(pCaller->pev->classname));
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return;
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}
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// CONSIDER: a Use input to the multisource always toggles.
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// Could check useType for ON/OFF/TOGGLE
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m_rgTriggered[i - 1] ^= 1;
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if (IsTriggered(pActivator))
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{
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ALERT(at_aiconsole, "Multisource %s enabled (%d inputs)\n", STRING(pev->targetname), m_iTotal);
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USE_TYPE useType = USE_TOGGLE;
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if (!FStringNull(m_globalstate))
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{
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useType = USE_ON;
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}
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SUB_UseTargets(NULL, useType, 0);
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}
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}
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BOOL CMultiSource::__MAKE_VHOOK(IsTriggered)(CBaseEntity *)
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{
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// Is everything triggered?
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int i = 0;
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// Still initializing?
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if (pev->spawnflags & SF_MULTI_INIT)
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return FALSE;
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while (i < m_iTotal)
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{
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if (m_rgTriggered[i] == 0)
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break;
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i++;
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}
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if (i == m_iTotal)
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{
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if (FStringNull(m_globalstate) || gGlobalState.EntityGetState(m_globalstate) == GLOBAL_ON)
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{
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return TRUE;
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}
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}
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return FALSE;
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}
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void CMultiSource::Register()
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{
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edict_t *pentTarget = NULL;
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m_iTotal = 0;
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Q_memset(m_rgEntities, 0, MS_MAX_TARGETS * sizeof(EHANDLE));
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SetThink(&CMultiSource::SUB_DoNothing);
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// search for all entities which target this multisource (pev->targetname)
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pentTarget = FIND_ENTITY_BY_STRING(NULL, "target", STRING(pev->targetname));
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while (!FNullEnt(pentTarget) && m_iTotal < MS_MAX_TARGETS)
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{
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CBaseEntity *pTarget = CBaseEntity::Instance(pentTarget);
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if (pTarget != NULL)
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{
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m_rgEntities[m_iTotal++] = pTarget;
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}
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pentTarget = FIND_ENTITY_BY_STRING(pentTarget, "target", STRING(pev->targetname));
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}
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pentTarget = FIND_ENTITY_BY_STRING(NULL, "classname", "multi_manager");
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while (!FNullEnt(pentTarget) && m_iTotal < MS_MAX_TARGETS)
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{
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CBaseEntity *pTarget = CBaseEntity::Instance(pentTarget);
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if (pTarget != NULL && pTarget->HasTarget(pev->targetname))
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{
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m_rgEntities[m_iTotal++] = pTarget;
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}
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pentTarget = FIND_ENTITY_BY_STRING(pentTarget, "classname", "multi_manager");
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}
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pev->spawnflags &= ~SF_MULTI_INIT;
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}
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IMPLEMENT_SAVERESTORE(CBaseButton, CBaseToggle);
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void CBaseButton::__MAKE_VHOOK(Precache)()
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{
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char *pszSound;
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// this button should spark in OFF state
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if (pev->spawnflags & SF_BUTTON_SPARK_IF_OFF)
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{
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PRECACHE_SOUND("buttons/spark1.wav");
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PRECACHE_SOUND("buttons/spark2.wav");
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PRECACHE_SOUND("buttons/spark3.wav");
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PRECACHE_SOUND("buttons/spark4.wav");
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PRECACHE_SOUND("buttons/spark5.wav");
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PRECACHE_SOUND("buttons/spark6.wav");
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}
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// get door button sounds, for doors which require buttons to open
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if (m_bLockedSound)
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{
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pszSound = ButtonSound(int(m_bLockedSound));
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PRECACHE_SOUND(pszSound);
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m_ls.sLockedSound = ALLOC_STRING(pszSound);
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}
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if (m_bUnlockedSound)
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{
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pszSound = ButtonSound(int(m_bUnlockedSound));
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PRECACHE_SOUND(pszSound);
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m_ls.sUnlockedSound = ALLOC_STRING(pszSound);
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}
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// get sentence group names, for doors which are directly 'touched' to open
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switch (m_bLockedSentence)
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{
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case 1: m_ls.sLockedSentence = MAKE_STRING("NA"); break; // access denied
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case 2: m_ls.sLockedSentence = MAKE_STRING("ND"); break; // security lockout
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case 3: m_ls.sLockedSentence = MAKE_STRING("NF"); break; // blast door
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case 4: m_ls.sLockedSentence = MAKE_STRING("NFIRE"); break; // fire door
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case 5: m_ls.sLockedSentence = MAKE_STRING("NCHEM"); break; // chemical door
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case 6: m_ls.sLockedSentence = MAKE_STRING("NRAD"); break; // radiation door
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case 7: m_ls.sLockedSentence = MAKE_STRING("NCON"); break; // gen containment
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case 8: m_ls.sLockedSentence = MAKE_STRING("NH"); break; // maintenance door
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case 9: m_ls.sLockedSentence = MAKE_STRING("NG"); break; // broken door
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default: m_ls.sLockedSentence = 0; break;
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}
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switch (m_bUnlockedSentence)
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{
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case 1: m_ls.sUnlockedSentence = MAKE_STRING("EA"); break; // access granted
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case 2: m_ls.sUnlockedSentence = MAKE_STRING("ED"); break; // security door
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case 3: m_ls.sUnlockedSentence = MAKE_STRING("EF"); break; // blast door
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case 4: m_ls.sUnlockedSentence = MAKE_STRING("EFIRE"); break; // fire door
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case 5: m_ls.sUnlockedSentence = MAKE_STRING("ECHEM"); break; // chemical door
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case 6: m_ls.sUnlockedSentence = MAKE_STRING("ERAD"); break; // radiation door
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case 7: m_ls.sUnlockedSentence = MAKE_STRING("ECON"); break; // gen containment
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case 8: m_ls.sUnlockedSentence = MAKE_STRING("EH"); break; // maintenance door
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default: m_ls.sUnlockedSentence = 0; break;
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}
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}
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// Cache user-entity-field values until spawn is called.
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void CBaseButton::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd)
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{
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if (FStrEq(pkvd->szKeyName, "changetarget"))
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{
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m_strChangeTarget = ALLOC_STRING(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "locked_sound"))
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{
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m_bLockedSound = Q_atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "locked_sentence"))
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{
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m_bLockedSentence = Q_atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "unlocked_sound"))
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{
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m_bUnlockedSound = Q_atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "unlocked_sentence"))
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{
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m_bUnlockedSentence = Q_atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "sounds"))
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{
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m_sounds = Q_atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else
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CBaseToggle::KeyValue(pkvd);
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}
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// ButtonShot
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BOOL CBaseButton::__MAKE_VHOOK(TakeDamage)(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
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{
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BUTTON_CODE code = ButtonResponseToTouch();
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if (code == BUTTON_NOTHING)
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{
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return FALSE;
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}
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// Temporarily disable the touch function, until movement is finished.
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SetTouch(NULL);
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m_hActivator = CBaseEntity::Instance(pevAttacker);
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if (m_hActivator == NULL)
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return FALSE;
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if (code == BUTTON_RETURN)
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{
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EMIT_SOUND(ENT(pev), CHAN_VOICE, (char*)STRING(pev->noise), 1, ATTN_NORM);
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// Toggle buttons fire when they get back to their "home" position
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if (!(pev->spawnflags & SF_BUTTON_TOGGLE))
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{
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SUB_UseTargets(m_hActivator, USE_TOGGLE, 0);
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}
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ButtonReturn();
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}
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else
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{
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// code == BUTTON_ACTIVATE
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ButtonActivate();
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}
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return FALSE;
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}
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// QUAKED func_button (0 .5 .8) ?
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// When a button is touched, it moves some distance in the direction of it's angle,
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// triggers all of it's targets, waits some time, then returns to it's original position
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// where it can be triggered again.
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//
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// "angle" determines the opening direction
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// "target" all entities with a matching targetname will be used
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// "speed" override the default 40 speed
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// "wait" override the default 1 second wait (-1 = never return)
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// "lip" override the default 4 pixel lip remaining at end of move
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// "health" if set, the button must be killed instead of touched
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// "sounds"
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// 0) steam metal
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// 1) wooden clunk
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// 2) metallic click
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// 3) in-out
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LINK_ENTITY_TO_CLASS(func_button, CBaseButton, CCSButton);
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void CBaseButton::__MAKE_VHOOK(Spawn)()
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{
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char *pszSound;
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//----------------------------------------------------
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//determine sounds for buttons
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//a sound of 0 should not make a sound
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//----------------------------------------------------
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pszSound = ButtonSound(m_sounds);
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PRECACHE_SOUND(pszSound);
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pev->noise = ALLOC_STRING(pszSound);
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Precache();
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// this button should spark in OFF state
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if (pev->spawnflags & SF_BUTTON_SPARK_IF_OFF)
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{
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SetThink(&CBaseButton::ButtonSpark);
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// no hurry, make sure everything else spawns
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pev->nextthink = gpGlobals->time + 0.5f;
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}
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SetMovedir(pev);
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pev->movetype = MOVETYPE_PUSH;
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pev->solid = SOLID_BSP;
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SET_MODEL(ENT(pev), STRING(pev->model));
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if (pev->speed == 0)
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pev->speed = 40;
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if (pev->health > 0)
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{
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pev->takedamage = DAMAGE_YES;
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}
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if (m_flWait == 0)
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{
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m_flWait = 1;
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}
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if (m_flLip == 0)
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{
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m_flLip = 4;
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}
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m_toggle_state = TS_AT_BOTTOM;
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m_vecPosition1 = pev->origin;
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// Subtract 2 from size because the engine expands bboxes by 1 in all directions making the size too big
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m_vecPosition2 = m_vecPosition1 + (pev->movedir * (Q_fabs(float_precision(pev->movedir.x * (pev->size.x - 2))) + Q_fabs(float_precision(pev->movedir.y * (pev->size.y - 2))) + Q_fabs(float_precision(pev->movedir.z * (pev->size.z - 2))) - m_flLip));
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// Is this a non-moving button?
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if (((m_vecPosition2 - m_vecPosition1).Length() < 1) || (pev->spawnflags & SF_BUTTON_DONTMOVE))
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{
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m_vecPosition2 = m_vecPosition1;
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}
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m_fStayPushed = (m_flWait == -1 ? TRUE : FALSE);
|
|
m_fRotating = FALSE;
|
|
|
|
// if the button is flagged for USE button activation only, take away it's touch function and add a use function
|
|
// touchable button
|
|
if (pev->spawnflags & SF_BUTTON_TOUCH_ONLY)
|
|
{
|
|
SetTouch(&CBaseButton::ButtonTouch);
|
|
}
|
|
else
|
|
{
|
|
SetTouch(NULL);
|
|
SetUse(&CBaseButton::ButtonUse);
|
|
}
|
|
}
|
|
|
|
// Button sound table.
|
|
// Also used by CBaseDoor to get 'touched' door lock/unlock sounds
|
|
char *ButtonSound(int sound)
|
|
{
|
|
char *pszSound;
|
|
|
|
switch (sound)
|
|
{
|
|
case 0: pszSound = "common/null.wav"; break;
|
|
case 1: pszSound = "buttons/button1.wav"; break;
|
|
case 2: pszSound = "buttons/button2.wav"; break;
|
|
case 3: pszSound = "buttons/button3.wav"; break;
|
|
case 4: pszSound = "buttons/button4.wav"; break;
|
|
case 5: pszSound = "buttons/button5.wav"; break;
|
|
case 6: pszSound = "buttons/button6.wav"; break;
|
|
case 7: pszSound = "buttons/button7.wav"; break;
|
|
case 8: pszSound = "buttons/button8.wav"; break;
|
|
case 9: pszSound = "buttons/button9.wav"; break;
|
|
case 10: pszSound = "buttons/button10.wav"; break;
|
|
case 11: pszSound = "buttons/button11.wav"; break;
|
|
case 12: pszSound = "buttons/latchlocked1.wav"; break;
|
|
case 13: pszSound = "buttons/latchunlocked1.wav"; break;
|
|
case 14: pszSound = "buttons/lightswitch2.wav"; break;
|
|
|
|
// next 6 slots reserved for any additional sliding button sounds we may add
|
|
case 21: pszSound = "buttons/lever1.wav"; break;
|
|
case 22: pszSound = "buttons/lever2.wav"; break;
|
|
case 23: pszSound = "buttons/lever3.wav"; break;
|
|
case 24: pszSound = "buttons/lever4.wav"; break;
|
|
case 25: pszSound = "buttons/lever5.wav"; break;
|
|
default: pszSound = "buttons/button9.wav"; break;
|
|
}
|
|
|
|
return pszSound;
|
|
}
|
|
|
|
// Makes flagged buttons spark when turned off
|
|
void DoSpark(entvars_t *pev, const Vector &location)
|
|
{
|
|
Vector tmp = location + (pev->size * 0.5f);
|
|
UTIL_Sparks(tmp);
|
|
|
|
//random volume range
|
|
float flVolume = RANDOM_FLOAT(0.25f, 0.75f) * 0.4f;
|
|
|
|
// NOTE: not to change it
|
|
switch ((int)(RANDOM_FLOAT(0, 1) * 6))
|
|
{
|
|
case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark1.wav", flVolume, ATTN_NORM); break;
|
|
case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark2.wav", flVolume, ATTN_NORM); break;
|
|
case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark3.wav", flVolume, ATTN_NORM); break;
|
|
case 3: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark4.wav", flVolume, ATTN_NORM); break;
|
|
case 4: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark5.wav", flVolume, ATTN_NORM); break;
|
|
case 5: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark6.wav", flVolume, ATTN_NORM); break;
|
|
}
|
|
}
|
|
|
|
void CBaseButton::ButtonSpark()
|
|
{
|
|
SetThink(&CBaseButton::ButtonSpark);
|
|
|
|
// spark again at random interval
|
|
pev->nextthink = gpGlobals->time + (0.1 + RANDOM_FLOAT(0, 1.5));
|
|
|
|
DoSpark(pev, pev->mins);
|
|
}
|
|
|
|
// Button's Use function
|
|
void CBaseButton::ButtonUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
|
|
{
|
|
// Ignore touches if button is moving, or pushed-in and waiting to auto-come-out.
|
|
// UNDONE: Should this use ButtonResponseToTouch() too?
|
|
if (m_toggle_state == TS_GOING_UP || m_toggle_state == TS_GOING_DOWN)
|
|
return;
|
|
|
|
m_hActivator = pActivator;
|
|
if (m_toggle_state == TS_AT_TOP)
|
|
{
|
|
if (!m_fStayPushed && (pev->spawnflags & SF_BUTTON_TOGGLE))
|
|
{
|
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, (char *)STRING(pev->noise), VOL_NORM, ATTN_NORM);
|
|
//SUB_UseTargets(m_eoActivator);
|
|
ButtonReturn();
|
|
}
|
|
}
|
|
else
|
|
ButtonActivate();
|
|
}
|
|
|
|
CBaseButton::BUTTON_CODE CBaseButton::ButtonResponseToTouch()
|
|
{
|
|
// Ignore touches if button is moving, or pushed-in and waiting to auto-come-out.
|
|
if (m_toggle_state == TS_GOING_UP
|
|
|| m_toggle_state == TS_GOING_DOWN
|
|
|| (m_toggle_state == TS_AT_TOP && !m_fStayPushed && !(pev->spawnflags & SF_BUTTON_TOGGLE)))
|
|
{
|
|
return BUTTON_NOTHING;
|
|
}
|
|
|
|
if (m_toggle_state == TS_AT_TOP)
|
|
{
|
|
if ((pev->spawnflags & SF_BUTTON_TOGGLE) && !m_fStayPushed)
|
|
{
|
|
return BUTTON_RETURN;
|
|
}
|
|
}
|
|
else
|
|
return BUTTON_ACTIVATE;
|
|
|
|
return BUTTON_NOTHING;
|
|
}
|
|
|
|
// Touching a button simply "activates" it.
|
|
void CBaseButton::ButtonTouch(CBaseEntity *pOther)
|
|
{
|
|
// Ignore touches by anything but players
|
|
if (!FClassnameIs(pOther->pev, "player"))
|
|
return;
|
|
|
|
m_hActivator = pOther;
|
|
|
|
BUTTON_CODE code = ButtonResponseToTouch();
|
|
|
|
if (code == BUTTON_NOTHING)
|
|
return;
|
|
|
|
if (!UTIL_IsMasterTriggered(m_sMaster, pOther))
|
|
{
|
|
// play button locked sound
|
|
PlayLockSounds(pev, &m_ls, TRUE, TRUE);
|
|
return;
|
|
}
|
|
|
|
// Temporarily disable the touch function, until movement is finished.
|
|
SetTouch(NULL);
|
|
|
|
if (code == BUTTON_RETURN)
|
|
{
|
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, (char *)STRING(pev->noise), VOL_NORM, ATTN_NORM);
|
|
SUB_UseTargets(m_hActivator, USE_TOGGLE, 0);
|
|
ButtonReturn();
|
|
}
|
|
else // code == BUTTON_ACTIVATE
|
|
{
|
|
ButtonActivate();
|
|
}
|
|
}
|
|
|
|
// Starts the button moving "in/up".
|
|
void CBaseButton::ButtonActivate()
|
|
{
|
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, (char *)STRING(pev->noise), VOL_NORM, ATTN_NORM);
|
|
|
|
if (!UTIL_IsMasterTriggered(m_sMaster, m_hActivator))
|
|
{
|
|
// button is locked, play locked sound
|
|
PlayLockSounds(pev, &m_ls, TRUE, TRUE);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// button is unlocked, play unlocked sound
|
|
PlayLockSounds(pev, &m_ls, FALSE, TRUE);
|
|
}
|
|
|
|
assert(m_toggle_state == TS_AT_BOTTOM);
|
|
m_toggle_state = TS_GOING_UP;
|
|
|
|
SetMoveDone(&CBaseButton::TriggerAndWait);
|
|
if (!m_fRotating)
|
|
{
|
|
LinearMove(m_vecPosition2, pev->speed);
|
|
}
|
|
else
|
|
{
|
|
AngularMove(m_vecAngle2, pev->speed);
|
|
}
|
|
}
|
|
|
|
// Button has reached the "in/up" position. Activate its "targets", and pause before "popping out".
|
|
void CBaseButton::TriggerAndWait()
|
|
{
|
|
assert(m_toggle_state == TS_GOING_UP);
|
|
|
|
if (!UTIL_IsMasterTriggered(m_sMaster, m_hActivator))
|
|
return;
|
|
|
|
m_toggle_state = TS_AT_TOP;
|
|
|
|
// If button automatically comes back out, start it moving out.
|
|
// Else re-instate touch method
|
|
if (m_fStayPushed || (pev->spawnflags & SF_BUTTON_TOGGLE))
|
|
{
|
|
// this button only works if USED, not touched!
|
|
if (!(pev->spawnflags & SF_BUTTON_TOUCH_ONLY))
|
|
{
|
|
// ALL buttons are now use only
|
|
SetTouch(NULL);
|
|
}
|
|
else
|
|
SetTouch(&CBaseButton::ButtonTouch);
|
|
}
|
|
else
|
|
{
|
|
pev->nextthink = pev->ltime + m_flWait;
|
|
SetThink(&CBaseButton::ButtonReturn);
|
|
}
|
|
|
|
// use alternate textures
|
|
pev->frame = 1;
|
|
SUB_UseTargets(m_hActivator, USE_TOGGLE, 0);
|
|
}
|
|
|
|
// Starts the button moving "out/down".
|
|
void CBaseButton::ButtonReturn()
|
|
{
|
|
assert(m_toggle_state == TS_AT_TOP);
|
|
m_toggle_state = TS_GOING_DOWN;
|
|
|
|
SetMoveDone(&CBaseButton::ButtonBackHome);
|
|
if (!m_fRotating)
|
|
{
|
|
LinearMove(m_vecPosition1, pev->speed);
|
|
}
|
|
else
|
|
{
|
|
AngularMove(m_vecAngle1, pev->speed);
|
|
}
|
|
|
|
// use normal textures
|
|
pev->frame = 0;
|
|
}
|
|
|
|
// Button has returned to start state. Quiesce it.
|
|
void CBaseButton::ButtonBackHome()
|
|
{
|
|
assert(m_toggle_state == TS_GOING_DOWN);
|
|
m_toggle_state = TS_AT_BOTTOM;
|
|
|
|
if (pev->spawnflags & SF_BUTTON_TOGGLE)
|
|
{
|
|
//EMIT_SOUND(ENT(pev), CHAN_VOICE, (char *)STRING(pev->noise), 1, ATTN_NORM);
|
|
SUB_UseTargets(m_hActivator, USE_TOGGLE, 0);
|
|
}
|
|
|
|
if (!FStringNull(pev->target))
|
|
{
|
|
edict_t *pentTarget = NULL;
|
|
|
|
while ((pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(pev->target))) != NULL)
|
|
{
|
|
if (FNullEnt(pentTarget))
|
|
break;
|
|
|
|
if (!FClassnameIs(pentTarget, "multisource"))
|
|
continue;
|
|
|
|
CBaseEntity *pTarget = CBaseEntity::Instance(pentTarget);
|
|
|
|
if (pTarget != NULL)
|
|
{
|
|
pTarget->Use(m_hActivator, this, USE_TOGGLE, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Re-instate touch method, movement cycle is complete.
|
|
// this button only works if USED, not touched!
|
|
if (!(pev->spawnflags & SF_BUTTON_TOUCH_ONLY))
|
|
{
|
|
// All buttons are now use only
|
|
SetTouch(NULL);
|
|
}
|
|
else
|
|
SetTouch(&CBaseButton::ButtonTouch);
|
|
|
|
// reset think for a sparking button
|
|
if (pev->spawnflags & SF_BUTTON_SPARK_IF_OFF)
|
|
{
|
|
SetThink(&CBaseButton::ButtonSpark);
|
|
|
|
// no hurry.
|
|
pev->nextthink = gpGlobals->time + 0.5f;
|
|
}
|
|
}
|
|
|
|
LINK_ENTITY_TO_CLASS(func_rot_button, CRotButton, CCSRotButton);
|
|
|
|
void CRotButton::__MAKE_VHOOK(Spawn)()
|
|
{
|
|
char *pszSound;
|
|
|
|
//----------------------------------------------------
|
|
//determine sounds for buttons
|
|
//a sound of 0 should not make a sound
|
|
//----------------------------------------------------
|
|
pszSound = ButtonSound(m_sounds);
|
|
PRECACHE_SOUND(pszSound);
|
|
pev->noise = ALLOC_STRING(pszSound);
|
|
|
|
// set the axis of rotation
|
|
CBaseToggle::AxisDir(pev);
|
|
|
|
// check for clockwise rotation
|
|
if (pev->spawnflags & SF_DOOR_ROTATE_BACKWARDS)
|
|
{
|
|
pev->movedir = pev->movedir * -1;
|
|
}
|
|
|
|
pev->movetype = MOVETYPE_PUSH;
|
|
|
|
if (pev->spawnflags & SF_ROTBUTTON_NOTSOLID)
|
|
pev->solid = SOLID_NOT;
|
|
else
|
|
pev->solid = SOLID_BSP;
|
|
|
|
SET_MODEL(ENT(pev), STRING(pev->model));
|
|
|
|
if (pev->speed == 0)
|
|
pev->speed = 40;
|
|
|
|
if (m_flWait == 0)
|
|
{
|
|
m_flWait = 1;
|
|
}
|
|
|
|
if (pev->health > 0)
|
|
{
|
|
pev->takedamage = DAMAGE_YES;
|
|
}
|
|
|
|
m_toggle_state = TS_AT_BOTTOM;
|
|
m_vecAngle1 = pev->angles;
|
|
m_vecAngle2 = pev->angles + pev->movedir * m_flMoveDistance;
|
|
|
|
assert(("rotating button start/end positions are equal", m_vecAngle1 != m_vecAngle2));
|
|
|
|
m_fStayPushed = (m_flWait == -1 ? TRUE : FALSE);
|
|
m_fRotating = TRUE;
|
|
|
|
// if the button is flagged for USE button activation only, take away it's touch function and add a use function
|
|
if (!(pev->spawnflags & SF_BUTTON_TOUCH_ONLY))
|
|
{
|
|
SetTouch(NULL);
|
|
SetUse(&CRotButton::ButtonUse);
|
|
}
|
|
else // touchable button
|
|
SetTouch(&CRotButton::ButtonTouch);
|
|
|
|
//SetTouch(ButtonTouch);
|
|
}
|
|
|
|
IMPLEMENT_SAVERESTORE(CMomentaryRotButton, CBaseToggle);
|
|
LINK_ENTITY_TO_CLASS(momentary_rot_button, CMomentaryRotButton, CCSMomentaryRotButton);
|
|
|
|
void CMomentaryRotButton::__MAKE_VHOOK(Spawn)()
|
|
{
|
|
CBaseToggle::AxisDir(pev);
|
|
|
|
if (pev->speed == 0)
|
|
pev->speed = 100;
|
|
|
|
if (m_flMoveDistance < 0)
|
|
{
|
|
m_start = pev->angles + pev->movedir * m_flMoveDistance;
|
|
m_end = pev->angles;
|
|
|
|
// This will toggle to -1 on the first use()
|
|
m_direction = 1;
|
|
m_flMoveDistance = -m_flMoveDistance;
|
|
}
|
|
else
|
|
{
|
|
m_start = pev->angles;
|
|
m_end = pev->angles + pev->movedir * m_flMoveDistance;
|
|
|
|
// This will toggle to +1 on the first use()
|
|
m_direction = -1;
|
|
}
|
|
|
|
if (pev->spawnflags & SF_MOMENTARY_DOOR)
|
|
pev->solid = SOLID_BSP;
|
|
else
|
|
pev->solid = SOLID_NOT;
|
|
|
|
pev->movetype = MOVETYPE_PUSH;
|
|
UTIL_SetOrigin(pev, pev->origin);
|
|
SET_MODEL(ENT(pev), STRING(pev->model));
|
|
|
|
char *pszSound = ButtonSound(m_sounds);
|
|
PRECACHE_SOUND(pszSound);
|
|
pev->noise = ALLOC_STRING(pszSound);
|
|
m_lastUsed = 0;
|
|
}
|
|
|
|
void CMomentaryRotButton::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd)
|
|
{
|
|
if (FStrEq(pkvd->szKeyName, "returnspeed"))
|
|
{
|
|
m_returnSpeed = Q_atof(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "sounds"))
|
|
{
|
|
m_sounds = Q_atoi(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else
|
|
CBaseToggle::KeyValue(pkvd);
|
|
}
|
|
|
|
void CMomentaryRotButton::PlaySound()
|
|
{
|
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, (char *)STRING(pev->noise), VOL_NORM, ATTN_NORM);
|
|
}
|
|
|
|
// BUGBUG: This design causes a latentcy. When the button is retriggered, the first impulse
|
|
// will send the target in the wrong direction because the parameter is calculated based on the
|
|
// current, not future position.
|
|
void CMomentaryRotButton::__MAKE_VHOOK(Use)(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
|
|
{
|
|
pev->ideal_yaw = CBaseToggle::AxisDelta(pev->spawnflags, pev->angles, m_start) / m_flMoveDistance;
|
|
|
|
UpdateAllButtons(pev->ideal_yaw, 1);
|
|
UpdateTarget(pev->ideal_yaw);
|
|
|
|
#if 0
|
|
// Calculate destination angle and use it to predict value, this prevents sending target in wrong direction on retriggering
|
|
Vector dest = pev->angles + pev->avelocity * (pev->nextthink - pev->ltime);
|
|
float value1 = CBaseToggle::AxisDelta(pev->spawnflags, dest, m_start) / m_flMoveDistance;
|
|
UpdateTarget(value1);
|
|
#endif
|
|
}
|
|
|
|
void CMomentaryRotButton::UpdateAllButtons(float value, int start)
|
|
{
|
|
// Update all rot buttons attached to the same target
|
|
edict_t *pentTarget = NULL;
|
|
while (true)
|
|
{
|
|
|
|
pentTarget = FIND_ENTITY_BY_STRING(pentTarget, "target", STRING(pev->target));
|
|
|
|
if (FNullEnt(pentTarget))
|
|
break;
|
|
|
|
if (FClassnameIs(VARS(pentTarget), "momentary_rot_button"))
|
|
{
|
|
CMomentaryRotButton *pEntity = CMomentaryRotButton::Instance(pentTarget);
|
|
|
|
if (pEntity != NULL)
|
|
{
|
|
if (start)
|
|
pEntity->UpdateSelf(value);
|
|
else
|
|
pEntity->UpdateSelfReturn(value);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CMomentaryRotButton::UpdateSelf(float value)
|
|
{
|
|
bool fplaysound = false;
|
|
|
|
if (!m_lastUsed)
|
|
{
|
|
fplaysound = true;
|
|
m_direction = -m_direction;
|
|
}
|
|
|
|
m_lastUsed = 1;
|
|
pev->nextthink = pev->ltime + 0.1f;
|
|
|
|
if (m_direction > 0 && value >= 1.0f)
|
|
{
|
|
pev->avelocity = g_vecZero;
|
|
pev->angles = m_end;
|
|
return;
|
|
}
|
|
else if (m_direction < 0 && value <= 0.0f)
|
|
{
|
|
pev->avelocity = g_vecZero;
|
|
pev->angles = m_start;
|
|
return;
|
|
}
|
|
|
|
if (fplaysound)
|
|
{
|
|
PlaySound();
|
|
}
|
|
|
|
// HACKHACK -- If we're going slow, we'll get multiple player packets per frame, bump nexthink on each one to avoid stalling
|
|
if (pev->nextthink < pev->ltime)
|
|
pev->nextthink = pev->ltime + 0.1f;
|
|
else
|
|
pev->nextthink += 0.1f;
|
|
|
|
pev->avelocity = (m_direction * pev->speed) * pev->movedir;
|
|
SetThink(&CMomentaryRotButton::Off);
|
|
}
|
|
|
|
void CMomentaryRotButton::UpdateTarget(float value)
|
|
{
|
|
if (!FStringNull(pev->target))
|
|
{
|
|
edict_t *pentTarget = NULL;
|
|
|
|
while ((pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(pev->target))) != NULL)
|
|
{
|
|
if (FNullEnt(pentTarget))
|
|
break;
|
|
|
|
CBaseEntity *pEntity = CBaseEntity::Instance(pentTarget);
|
|
|
|
if (pEntity != NULL)
|
|
{
|
|
pEntity->Use(this, this, USE_SET, value);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CMomentaryRotButton::Off()
|
|
{
|
|
pev->avelocity = g_vecZero;
|
|
m_lastUsed = 0;
|
|
|
|
if ((pev->spawnflags & SF_PENDULUM_AUTO_RETURN) && m_returnSpeed > 0)
|
|
{
|
|
SetThink(&CMomentaryRotButton::Return);
|
|
pev->nextthink = pev->ltime + 0.1f;
|
|
m_direction = -1;
|
|
}
|
|
else
|
|
SetThink(NULL);
|
|
}
|
|
|
|
void CMomentaryRotButton::Return()
|
|
{
|
|
float value = CBaseToggle::AxisDelta(pev->spawnflags, pev->angles, m_start) / m_flMoveDistance;
|
|
|
|
// This will end up calling UpdateSelfReturn() n times, but it still works right
|
|
UpdateAllButtons(value, 0);
|
|
|
|
if (value > 0)
|
|
{
|
|
UpdateTarget(value);
|
|
}
|
|
}
|
|
|
|
void CMomentaryRotButton::UpdateSelfReturn(float value)
|
|
{
|
|
if (value <= 0)
|
|
{
|
|
pev->avelocity = g_vecZero;
|
|
pev->angles = m_start;
|
|
pev->nextthink = -1;
|
|
SetThink(NULL);
|
|
}
|
|
else
|
|
{
|
|
pev->avelocity = -m_returnSpeed * pev->movedir;
|
|
pev->nextthink = pev->ltime + 0.1f;
|
|
}
|
|
}
|
|
|
|
IMPLEMENT_SAVERESTORE(CEnvSpark, CBaseEntity);
|
|
LINK_ENTITY_TO_CLASS(env_spark, CEnvSpark, CCSEnvSpark);
|
|
LINK_ENTITY_TO_CLASS(env_debris, CEnvSpark, CCSEnvSpark);
|
|
|
|
void CEnvSpark::__MAKE_VHOOK(Spawn)()
|
|
{
|
|
SetThink(NULL);
|
|
SetUse(NULL);
|
|
|
|
// Use for on/off
|
|
if (pev->spawnflags & SF_SPARK_TOOGLE)
|
|
{
|
|
// Start on
|
|
if (pev->spawnflags & SF_SPARK_IF_OFF)
|
|
{
|
|
// start sparking
|
|
SetThink(&CEnvSpark::SparkThink);
|
|
|
|
// set up +USE to stop sparking
|
|
SetUse(&CEnvSpark::SparkStop);
|
|
}
|
|
else
|
|
SetUse(&CEnvSpark::SparkStart);
|
|
}
|
|
else
|
|
SetThink(&CEnvSpark::SparkThink);
|
|
|
|
pev->nextthink = gpGlobals->time + (0.1f + RANDOM_FLOAT(0.0f, 1.5f));
|
|
|
|
if (m_flDelay <= 0.0f)
|
|
{
|
|
m_flDelay = 1.5f;
|
|
}
|
|
|
|
Precache();
|
|
}
|
|
|
|
void CEnvSpark::__MAKE_VHOOK(Precache)()
|
|
{
|
|
PRECACHE_SOUND("buttons/spark1.wav");
|
|
PRECACHE_SOUND("buttons/spark2.wav");
|
|
PRECACHE_SOUND("buttons/spark3.wav");
|
|
PRECACHE_SOUND("buttons/spark4.wav");
|
|
PRECACHE_SOUND("buttons/spark5.wav");
|
|
PRECACHE_SOUND("buttons/spark6.wav");
|
|
}
|
|
|
|
void CEnvSpark::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd)
|
|
{
|
|
if (FStrEq(pkvd->szKeyName, "MaxDelay"))
|
|
{
|
|
m_flDelay = Q_atof(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "style")
|
|
|| FStrEq(pkvd->szKeyName, "height")
|
|
|| FStrEq(pkvd->szKeyName, "killtarget")
|
|
|| FStrEq(pkvd->szKeyName, "value1")
|
|
|| FStrEq(pkvd->szKeyName, "value2")
|
|
|| FStrEq(pkvd->szKeyName, "value3"))
|
|
pkvd->fHandled = TRUE;
|
|
else
|
|
CBaseEntity::KeyValue(pkvd);
|
|
}
|
|
|
|
void CEnvSpark::SparkThink()
|
|
{
|
|
pev->nextthink = gpGlobals->time + 0.1f + RANDOM_FLOAT(0, m_flDelay);
|
|
DoSpark(pev, pev->origin);
|
|
}
|
|
|
|
void CEnvSpark::SparkStart(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
|
|
{
|
|
SetUse(&CEnvSpark::SparkStop);
|
|
SetThink(&CEnvSpark::SparkThink);
|
|
pev->nextthink = gpGlobals->time + (0.1f + RANDOM_FLOAT(0, m_flDelay));
|
|
}
|
|
|
|
void CEnvSpark::SparkStop(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
|
|
{
|
|
SetUse(&CEnvSpark::SparkStart);
|
|
SetThink(NULL);
|
|
}
|
|
|
|
LINK_ENTITY_TO_CLASS(button_target, CButtonTarget, CCSButtonTarget);
|
|
|
|
void CButtonTarget::__MAKE_VHOOK(Spawn)()
|
|
{
|
|
pev->movetype = MOVETYPE_PUSH;
|
|
pev->solid = SOLID_BSP;
|
|
|
|
SET_MODEL(ENT(pev), STRING(pev->model));
|
|
pev->takedamage = DAMAGE_YES;
|
|
|
|
if (pev->spawnflags & SF_BTARGET_ON)
|
|
{
|
|
pev->frame = 1;
|
|
}
|
|
}
|
|
|
|
void CButtonTarget::__MAKE_VHOOK(Use)(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
|
|
{
|
|
if (!ShouldToggle(useType, int(pev->frame)))
|
|
return;
|
|
|
|
pev->frame = 1 - pev->frame;
|
|
|
|
if (pev->frame)
|
|
{
|
|
SUB_UseTargets(pActivator, USE_ON, 0);
|
|
}
|
|
else
|
|
SUB_UseTargets(pActivator, USE_OFF, 0);
|
|
}
|
|
|
|
int CButtonTarget::__MAKE_VHOOK(ObjectCaps)()
|
|
{
|
|
int caps = (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION);
|
|
|
|
if (pev->spawnflags & SF_BTARGET_USE)
|
|
return caps | FCAP_IMPULSE_USE;
|
|
else
|
|
return caps;
|
|
}
|
|
|
|
BOOL CButtonTarget::__MAKE_VHOOK(TakeDamage)(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
|
|
{
|
|
Use(Instance(pevAttacker), this, USE_TOGGLE, 0);
|
|
return TRUE;
|
|
}
|