diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/weight_button.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/weight_button.cpp')
| -rw-r--r-- | mp/src/game/server/weight_button.cpp | 204 |
1 files changed, 102 insertions, 102 deletions
diff --git a/mp/src/game/server/weight_button.cpp b/mp/src/game/server/weight_button.cpp index 583d3c62..fc3f103e 100644 --- a/mp/src/game/server/weight_button.cpp +++ b/mp/src/game/server/weight_button.cpp @@ -1,102 +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 );
-}
+ +//========= 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 ); +} |