Counter Strike : Global Offensive Source Code
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// func_elevator.h
// Copyright 2007 Turtle Rock Studios, Inc.
#ifndef FUNC_ELEVATOR_H
#define FUNC_ELEVATOR_H
#include "basetoggle.h"
#include "utlmap.h"
//--------------------------------------------------------------------------------------------------------
class CInfoElevatorFloor : public CPointEntity { public: DECLARE_CLASS( CInfoElevatorFloor, CPointEntity ); DECLARE_DATADESC();
void OnReachedFloor( CBaseEntity *elevator );
COutputEvent m_OnReachedFloor; };
//--------------------------------------------------------------------------------------------------------
struct FloorInfo { float height; // Height of this floor
string_t name; // Name of this floor
EHANDLE button; // Button that moves the elevator to this floor
};
//--------------------------------------------------------------------------------------------------------
class CFuncElevator : public CBaseToggle { public: DECLARE_CLASS( CFuncElevator, CBaseToggle ); DECLARE_SERVERCLASS(); DECLARE_DATADESC();
IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_vecVelocity ); IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_fFlags );
CFuncElevator();
virtual void Spawn( void ); virtual void Precache( void ); virtual bool CreateVPhysics( void ); virtual int DrawDebugTextOverlays( void );
// FIXMEL4DTOMAINMERGE
// virtual void PhysicsSimulate( void );
virtual void MoveDone( void ); virtual void Blocked( CBaseEntity *pOther );
int GetNumFloors( void ) const; // Returns the number of floors at which this elevator can stop
const FloorInfo *GetFloor( int floorNumber ) const; // Returns a FloorInfo * for the given floor
int GetCurrentFloor( void ) const; // Returns the current floor, or -1 if the elevator is in-between floors
int GetDestinationFloor( void ) const; // Returns the floor to which the elevator is moving, or the current floor number if the elevator is stopped
float GetCurrentSpeed( void ) const; // Returns the z velocity of the elevator, or 0 if the elevator is stopped
int GetFloorForHeight( float height ) const; // Returns the floor nearest the given height, or -1 if no floor is nearby
EHANDLE GetButtonForHeight( float height ) const; // Returns a button near the current floor height that drives the elevator to the given height
EHANDLE GetButtonAtCurrentHeight( void ) const; // Returns a button near the current floor that drives the elevator to *ANY* other height
bool IsEnabled( void ) const; // Returns true if the elevator can be moved by buttons etc
bool IsMoving( void ) const; // Returns true if the elevator is in motion
void FindPlayersOnElevator( CUtlVector< CBasePlayer * > *players, int teamNumber = TEAM_UNASSIGNED ); // Fills in a vector of players on the elevator
bool IsPlayerOnElevator( CBasePlayer *player ); // Returns true if a player is on the elevator
float GetCurrentHeight( void );
private: void MoveTo( float destinationZ ); void StopMoveSoundThink( void ); void AccelerationThink( void );
// Input handlers
void InputMoveToFloor( inputdata_t &inputdata ); // Start the brush moving to the specified floor
void InputDisable( inputdata_t &inputdata ); // Prevent the elevator from moving again
string_t m_soundStart; // start and looping sound
string_t m_soundStop; // stop sound
string_t m_soundDisable; // disable sound
string_t m_currentSound; // sound I'm playing
float m_flBlockDamage; // Damage inflicted when blocked.
Vector m_topFloorPosition; Vector m_bottomFloorPosition;
CNetworkVar( float, m_maxSpeed ); CNetworkVar( float, m_currentSpeed ); CNetworkVar( float, m_acceleration ); IntervalTimer m_accelerationTimer; CNetworkVar( float, m_movementStartTime ); CNetworkVar( float, m_movementStartSpeed ); CNetworkVar( float, m_movementStartZ ); CNetworkVar( float, m_destinationFloorPosition ); CNetworkVar( bool, m_isMoving ); EHANDLE m_targetFloor; bool m_enabled;
// Outputs
COutputEvent m_OnReachedTop; COutputEvent m_OnReachedBottom;
CUtlVector< FloorInfo > m_floors; };
//--------------------------------------------------------------------------------------------------------
inline bool CFuncElevator::IsMoving( void ) const { return m_isMoving; }
//--------------------------------------------------------------------------------------------------------
inline int CFuncElevator::GetNumFloors( void ) const { return m_floors.Count(); }
//--------------------------------------------------------------------------------------------------------
inline const FloorInfo *CFuncElevator::GetFloor( int floorNumber ) const { if ( floorNumber < 0 || floorNumber >= m_floors.Count() ) return NULL;
return &m_floors[ floorNumber ]; }
//--------------------------------------------------------------------------------------------------------
inline float CFuncElevator::GetCurrentSpeed( void ) const { return m_currentSpeed; }
//--------------------------------------------------------------------------------------------------------
inline bool CFuncElevator::IsEnabled( void ) const { return m_enabled; }
#endif // FUNC_ELEVATOR_H
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