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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/weight_button.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/weight_button.cpp')
| -rw-r--r-- | game/server/weight_button.cpp | 102 |
1 files changed, 102 insertions, 0 deletions
diff --git a/game/server/weight_button.cpp b/game/server/weight_button.cpp new file mode 100644 index 0000000..fc3f103 --- /dev/null +++ b/game/server/weight_button.cpp @@ -0,0 +1,102 @@ + +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: 'Button' which activates after a specified amount of weight is touching it. +// +//=============================================================================// + +#include "cbase.h" + +class CWeightButton : public CBaseEntity +{ +public: + + DECLARE_DATADESC(); + DECLARE_CLASS( CWeightButton, CBaseEntity ); + + void Spawn( void ); + bool CreateVPhysics( void ); + + COutputEvent m_OnPressed; // After threshold weight has been reached + COutputEvent m_OnReleased; // After weight has been removed to go below weight threshold + + float m_fStressToActivate; // Amount of weight required to activate + bool m_bHasBeenPressed; // Once the button has been pressed, fire one + // output until the weight is reduced below the threshold + + void TriggerThink ( void ); + +}; + +LINK_ENTITY_TO_CLASS( func_weight_button, CWeightButton ); + +BEGIN_DATADESC( CWeightButton ) + + DEFINE_KEYFIELD( m_fStressToActivate, FIELD_FLOAT, "WeightToActivate" ), + DEFINE_FIELD( m_bHasBeenPressed, FIELD_BOOLEAN ), + + DEFINE_OUTPUT( m_OnPressed, "OnPressed" ), + DEFINE_OUTPUT( m_OnReleased, "OnReleased" ), + + DEFINE_THINKFUNC( TriggerThink ), + +END_DATADESC() + + +void CWeightButton::Spawn() +{ + BaseClass::Spawn(); + + // Convert movedir from angles to a vector + SetMoveType( MOVETYPE_VPHYSICS ); + SetSolid( SOLID_VPHYSICS ); + SetModel( STRING( GetModelName() ) ); + CreateVPhysics(); + SetThink( &CWeightButton::TriggerThink ); + SetNextThink( gpGlobals->curtime + TICK_INTERVAL ); + m_bHasBeenPressed = false; +} + +//----------------------------------------------------------------------------- +// Purpose: Create VPhysics collision for this entity +//----------------------------------------------------------------------------- +bool CWeightButton::CreateVPhysics() +{ + VPhysicsInitShadow( false, false ); + return true; +} + + +//----------------------------------------------------------------------------- +// Purpose: Every second, check total stress and fire an output if we have reached +// our threshold. If the stress is relieved below our threshold, fire a different output. +//----------------------------------------------------------------------------- +void CWeightButton::TriggerThink( void ) +{ + vphysics_objectstress_t vpobj_StressOut; + IPhysicsObject* pMyPhysics = VPhysicsGetObject(); + + if ( !pMyPhysics ) + { + SetNextThink( TICK_NEVER_THINK ); + return; + } + + float fStress = CalculateObjectStress( pMyPhysics, this, &vpobj_StressOut ); + +// fStress = vpobj_StressOut.receivedStress; + + if ( fStress > m_fStressToActivate && !m_bHasBeenPressed ) + { + m_OnPressed.FireOutput( this, this ); + m_bHasBeenPressed = true; + } + else if ( fStress < m_fStressToActivate && m_bHasBeenPressed ) + { + m_OnReleased.FireOutput( this, this ); + m_bHasBeenPressed = false; + } + + // think every tick + SetNextThink( gpGlobals->curtime + TICK_INTERVAL ); +} |