Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: For the slow removing of the CBaseToggle entity
// only old entities that need it for backwards-compatibility should
// include this file
//=============================================================================//
#ifndef BASETOGGLE_H
#define BASETOGGLE_H
#pragma once
#include "baseentity.h"
class CBaseToggle : public CBaseEntity
{
DECLARE_CLASS( CBaseToggle, CBaseEntity );
public:
CBaseToggle();
virtual bool KeyValue( const char *szKeyName, const char *szValue );
virtual bool KeyValue( const char *szKeyName, Vector vec ) { return BaseClass::KeyValue( szKeyName, vec ); };
virtual bool KeyValue( const char *szKeyName, float flValue ) { return BaseClass::KeyValue( szKeyName, flValue ); };
TOGGLE_STATE m_toggle_state;
float m_flMoveDistance;// how far a door should slide or rotate
float m_flWait;
float m_flLip;
Vector m_vecPosition1;
Vector m_vecPosition2;
QAngle m_vecMoveAng;
QAngle m_vecAngle1;
QAngle m_vecAngle2;
float m_flHeight;
EHANDLE m_hActivator;
Vector m_vecFinalDest;
QAngle m_vecFinalAngle;
int m_movementType;
DECLARE_DATADESC();
virtual float GetDelay( void ) { return m_flWait; }
// common member functions
void LinearMove( const Vector &vecDest, float flSpeed );
void LinearMoveDone( void );
void AngularMove( const QAngle &vecDestAngle, float flSpeed );
void AngularMoveDone( void );
bool IsLockedByMaster( void );
virtual void MoveDone( void );
static float AxisValue( int flags, const QAngle &angles );
void AxisDir( void );
static float AxisDelta( int flags, const QAngle &angle1, const QAngle &angle2 );
string_t m_sMaster; // If this button has a master switch, this is the targetname.
// A master switch must be of the multisource type. If all
// of the switches in the multisource have been triggered, then
// the button will be allowed to operate. Otherwise, it will be
// deactivated.
};
#endif // BASETOGGLE_H