Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef DOORS_H
#define DOORS_H
#pragma once
#include "locksounds.h"
#include "entityoutput.h"
//Since I'm here, might as well explain how these work. Base.fgd is the file that connects
//flags to entities. It is full of lines with this number, a label, and a default value.
//Voila, dynamicly generated checkboxes on the Flags tab of Entity Properties.
// doors
#define SF_DOOR_ROTATE_YAW 0 // yaw by default
#define SF_DOOR_START_OPEN_OBSOLETE 1
#define SF_DOOR_ROTATE_BACKWARDS 2
#define SF_DOOR_NONSOLID_TO_PLAYER 4
#define SF_DOOR_PASSABLE 8
#define SF_DOOR_ONEWAY 16
#define SF_DOOR_NO_AUTO_RETURN 32
#define SF_DOOR_ROTATE_ROLL 64
#define SF_DOOR_ROTATE_PITCH 128
#define SF_DOOR_PUSE 256 // door can be opened by player's use button.
#define SF_DOOR_NONPCS 512 // NPC can't open
#define SF_DOOR_PTOUCH 1024 // player touch opens
#define SF_DOOR_LOCKED 2048 // Door is initially locked
#define SF_DOOR_SILENT 4096 // Door plays no audible sound, and does not alert NPCs when opened
#define SF_DOOR_USE_CLOSES 8192 // Door can be +used to close before its autoreturn delay has expired.
#define SF_DOOR_SILENT_TO_NPCS 16384 // Does not alert NPC's when opened.
#define SF_DOOR_IGNORE_USE 32768 // Completely ignores player +use commands.
#define SF_DOOR_NEW_USE_RULES 65536 // For func_door entities, behave more like prop_door_rotating with respect to +USE (changelist 242482)
#define SF_DOOR_START_BREAKABLE 524288
enum FuncDoorSpawnPos_t { FUNC_DOOR_SPAWN_CLOSED = 0, FUNC_DOOR_SPAWN_OPEN, };
class CBaseDoor : public CBaseToggle { public: DECLARE_CLASS( CBaseDoor, CBaseToggle );
DECLARE_SERVERCLASS();
void Spawn( void ); void Precache( void ); bool CreateVPhysics(); bool KeyValue( const char *szKeyName, const char *szValue ); virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual void StartBlocked( CBaseEntity *pOther ); virtual void Blocked( CBaseEntity *pOther ); virtual void EndBlocked( void );
void Activate( void );
virtual int ObjectCaps( void ) { int flags = BaseClass::ObjectCaps(); if ( HasSpawnFlags( SF_DOOR_PUSE ) ) return flags | FCAP_IMPULSE_USE | FCAP_USE_IN_RADIUS;
return flags; };
DECLARE_DATADESC();
// This is ONLY used by the node graph to test movement through a door
void InputSetToggleState( inputdata_t &inputdata ); virtual void SetToggleState( int state );
virtual bool IsRotatingDoor() { return false; } virtual bool ShouldSavePhysics(); // used to selectivly override defaults
void DoorTouch( CBaseEntity *pOther );
// local functions
int DoorActivate( ); void DoorGoUp( void ); void DoorGoDown( void ); void DoorHitTop( void ); void DoorHitBottom( void ); void UpdateAreaPortals( bool isOpen ); void Unlock( void ); void Lock( void ); int GetDoorMovementGroup( CBaseDoor *pDoorList[], int listMax );
// Input handlers
void InputClose( inputdata_t &inputdata ); void InputLock( inputdata_t &inputdata ); void InputOpen( inputdata_t &inputdata ); void InputToggle( inputdata_t &inputdata ); void InputUnlock( inputdata_t &inputdata ); void InputSetSpeed( inputdata_t &inputdata );
Vector m_vecMoveDir; // The direction of motion for linear moving doors.
locksound_t m_ls; // door lock sounds
byte m_bLockedSentence; byte m_bUnlockedSentence;
bool m_bForceClosed; // If set, always close, even if we're blocked.
bool m_bDoorGroup; bool m_bLocked; // Whether the door is locked
bool m_bIgnoreDebris; FuncDoorSpawnPos_t m_eSpawnPosition;
float m_flBlockDamage; // Damage inflicted when blocked.
string_t m_NoiseMoving; //Start/Looping sound
string_t m_NoiseArrived; //End sound
string_t m_NoiseMovingClosed; //Start/Looping sound
string_t m_NoiseArrivedClosed; //End sound
string_t m_ChainTarget; ///< Entity name to pass Touch and Use events to
CNetworkVar( float, m_flWaveHeight );
// Outputs
COutputEvent m_OnBlockedClosing; // Triggered when the door becomes blocked while closing.
COutputEvent m_OnBlockedOpening; // Triggered when the door becomes blocked while opening.
COutputEvent m_OnUnblockedClosing; // Triggered when the door becomes unblocked while closing.
COutputEvent m_OnUnblockedOpening; // Triggered when the door becomes unblocked while opening.
COutputEvent m_OnFullyClosed; // Triggered when the door reaches the fully closed position.
COutputEvent m_OnFullyOpen; // Triggered when the door reaches the fully open position.
COutputEvent m_OnClose; // Triggered when the door is told to close.
COutputEvent m_OnOpen; // Triggered when the door is told to open.
COutputEvent m_OnLockedUse; // Triggered when the user tries to open a locked door.
void StartMovingSound( void ); virtual void StopMovingSound( void ); void MovingSoundThink( void ); bool ShouldLoopMoveSound( void ) { return m_bLoopMoveSound; } bool m_bLoopMoveSound; // Move sound loops until stopped
private: void ChainUse( void ); ///< Chains +use on through to m_ChainTarget
void ChainTouch( CBaseEntity *pOther ); ///< Chains touch on through to m_ChainTarget
void SetChaining( bool chaining ) { m_isChaining = chaining; } ///< Latch to prevent recursion
bool m_isChaining;
void CloseAreaPortalsThink( void ); ///< Delays turning off area portals when closing doors to prevent visual artifacts
};
#endif // DOORS_H
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