Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ====
//
// A message forwarder. Fires an OnTrigger output when triggered, and can be
// disabled to prevent forwarding outputs.
//
// Useful as an intermediary between one entity and another for turning on or
// off an I/O connection, or as a container for holding a set of outputs that
// can be triggered from multiple places.
//
//=============================================================================
#include "cbase.h"
#include "entityinput.h"
#include "entityoutput.h"
#include "eventqueue.h"
#include "soundent.h"
#include "logicrelay.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
const int SF_REMOVE_ON_FIRE = 0x001; // Relay will remove itself after being triggered.
const int SF_ALLOW_FAST_RETRIGGER = 0x002; // Unless set, relay will disable itself until the last output is sent.
LINK_ENTITY_TO_CLASS(logic_relay, CLogicRelay);
BEGIN_DATADESC( CLogicRelay )
DEFINE_FIELD(m_bWaitForRefire, FIELD_BOOLEAN),
DEFINE_KEYFIELD(m_bDisabled, FIELD_BOOLEAN, "StartDisabled"),
// Inputs
DEFINE_INPUTFUNC(FIELD_VOID, "Enable", InputEnable),
DEFINE_INPUTFUNC(FIELD_VOID, "EnableRefire", InputEnableRefire),
DEFINE_INPUTFUNC(FIELD_VOID, "Disable", InputDisable),
DEFINE_INPUTFUNC(FIELD_VOID, "Toggle", InputToggle),
DEFINE_INPUTFUNC(FIELD_VOID, "Trigger", InputTrigger),
DEFINE_INPUTFUNC(FIELD_VOID, "CancelPending", InputCancelPending),
// Outputs
DEFINE_OUTPUT(m_OnTrigger, "OnTrigger"),
DEFINE_OUTPUT(m_OnSpawn, "OnSpawn"),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Constructor.
//-----------------------------------------------------------------------------
CLogicRelay::CLogicRelay(void)
{
}
//------------------------------------------------------------------------------
// Kickstarts a think if we have OnSpawn connections.
//------------------------------------------------------------------------------
void CLogicRelay::Activate()
{
BaseClass::Activate();
if ( m_OnSpawn.NumberOfElements() > 0)
{
SetNextThink( gpGlobals->curtime + 0.01 );
}
}
//-----------------------------------------------------------------------------
// If we have OnSpawn connections, this is called shortly after spawning to
// fire the OnSpawn output.
//-----------------------------------------------------------------------------
void CLogicRelay::Think()
{
// Fire an output when we spawn. This is used for self-starting an entity
// template -- since the logic_relay is inside the template, it gets all the
// name and I/O connection fixup, so can target other entities in the template.
m_OnSpawn.FireOutput( this, this );
// We only get here if we had OnSpawn connections, so this is safe.
if ( m_spawnflags & SF_REMOVE_ON_FIRE )
{
UTIL_Remove(this);
}
}
//------------------------------------------------------------------------------
// Purpose: Turns on the relay, allowing it to fire outputs.
//------------------------------------------------------------------------------
void CLogicRelay::InputEnable( inputdata_t &inputdata )
{
m_bDisabled = false;
}
//------------------------------------------------------------------------------
// Purpose: Enables us to fire again. This input is only posted from our Trigger
// function to prevent rapid refire.
//------------------------------------------------------------------------------
void CLogicRelay::InputEnableRefire( inputdata_t &inputdata )
{
m_bWaitForRefire = false;
}
//------------------------------------------------------------------------------
// Purpose: Cancels any I/O events in the queue that were fired by us.
//------------------------------------------------------------------------------
void CLogicRelay::InputCancelPending( inputdata_t &inputdata )
{
g_EventQueue.CancelEvents( this );
// Stop waiting; allow another Trigger.
m_bWaitForRefire = false;
}
//------------------------------------------------------------------------------
// Purpose: Turns off the relay, preventing it from firing outputs.
//------------------------------------------------------------------------------
void CLogicRelay::InputDisable( inputdata_t &inputdata )
{
m_bDisabled = true;
}
//------------------------------------------------------------------------------
// Purpose: Toggles the enabled/disabled state of the relay.
//------------------------------------------------------------------------------
void CLogicRelay::InputToggle( inputdata_t &inputdata )
{
m_bDisabled = !m_bDisabled;
}
//-----------------------------------------------------------------------------
// Purpose: Input handler that triggers the relay.
//-----------------------------------------------------------------------------
void CLogicRelay::InputTrigger( inputdata_t &inputdata )
{
if (!m_bDisabled)
{
if (!m_bWaitForRefire)
{
m_OnTrigger.FireOutput( inputdata.pActivator, this );
if (m_spawnflags & SF_REMOVE_ON_FIRE)
{
UTIL_Remove(this);
}
else if (!(m_spawnflags & SF_ALLOW_FAST_RETRIGGER))
{
//
// Disable the relay so that it cannot be refired until after the last output
// has been fired and post an input to re-enable ourselves.
//
m_bWaitForRefire = true;
g_EventQueue.AddEvent(this, "EnableRefire", m_OnTrigger.GetMaxDelay() + 0.001, this, this);
}
}
else
{
Warning( "*************************************************************************************************\n" );
Warning( "*** ERROR: logic_relay %s has been triggered but is awaiting refire. OUTPUTS WILL NOT BE FIRED!!!\n", GetDebugName() );
Warning( "*************************************************************************************************\n\n" );
}
}
}