Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef LOGICRANDOMOUTPUTS_H
#define LOGICRANDOMOUTPUTS_H
#include "cbase.h"
#include "entityinput.h"
#include "entityoutput.h"
#include "eventqueue.h"
#define NUM_RANDOM_OUTPUTS 8
class CLogicRandomOutputs : public CLogicalEntity { public: DECLARE_CLASS( CLogicRandomOutputs, CLogicalEntity );
CLogicRandomOutputs();
void Activate(); void Think(); virtual bool KeyValue( const char *szKeyName, const char *szValue );
// Input handlers
void InputEnable( inputdata_t &inputdata ); void InputEnableRefire( inputdata_t &inputdata ); // Private input handler, not in FGD
void InputDisable( inputdata_t &inputdata ); void InputToggle( inputdata_t &inputdata ); void InputTrigger( inputdata_t &inputdata ); void InputCancelPending( inputdata_t &inputdata );
DECLARE_DATADESC();
// Outputs
COutputEvent m_Output[ NUM_RANDOM_OUTPUTS ]; COutputEvent m_OnSpawn;
float m_flOnTriggerChance[ NUM_RANDOM_OUTPUTS ]; private:
bool m_bDisabled; bool m_bWaitForRefire; // Set to disallow a refire while we are waiting for our outputs to finish firing.
};
#endif //LOGICRANDOMOUTPUTS_H
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