Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef FUNC_MOVELINEAR_H
#define FUNC_MOVELINEAR_H
#pragma once
#include "basetoggle.h"
#include "entityoutput.h"
class IPhysicsFluidController;
class CFuncMoveLinear : public CBaseToggle
{
public:
DECLARE_CLASS( CFuncMoveLinear, CBaseToggle );
DECLARE_SERVERCLASS();
IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_vecVelocity );
IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_fFlags );
void Spawn( void );
void Precache( void );
bool CreateVPhysics( void );
bool ShouldSavePhysics( void );
void MoveTo(Vector vPosition, float flSpeed);
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void MoveDone( void );
void StopMoveSound( void );
void Blocked( CBaseEntity *pOther );
void SetPosition( float flPosition );
int DrawDebugTextOverlays(void);
// Input handlers
void InputOpen( inputdata_t &inputdata );
void InputClose( inputdata_t &inputdata );
void InputSetPosition( inputdata_t &inputdata );
void InputSetSpeed( inputdata_t &inputdata );
DECLARE_DATADESC();
Vector m_vecMoveDir; // Move direction.
string_t m_soundStart; // start and looping sound
string_t m_soundStop; // stop sound
string_t m_currentSound; // sound I'm playing
float m_flBlockDamage; // Damage inflicted when blocked.
float m_flStartPosition; // Position of brush when spawned
float m_flMoveDistance; // Total distance the brush can move
IPhysicsFluidController *m_pFluidController;
// Outputs
COutputEvent m_OnFullyOpen;
COutputEvent m_OnFullyClosed;
};
#endif // FUNC_MOVELINEAR_H