From f56bb35301836e56582a575a75864392a0177875 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B8rgen=20P=2E=20Tjern=C3=B8?= Date: Mon, 2 Dec 2013 19:31:46 -0800 Subject: Fix line endings. WHAMMY. --- mp/src/game/server/guntarget.cpp | 510 +++++++++++++++++++-------------------- 1 file changed, 255 insertions(+), 255 deletions(-) (limited to 'mp/src/game/server/guntarget.cpp') diff --git a/mp/src/game/server/guntarget.cpp b/mp/src/game/server/guntarget.cpp index c144a457..cbae0f83 100644 --- a/mp/src/game/server/guntarget.cpp +++ b/mp/src/game/server/guntarget.cpp @@ -1,255 +1,255 @@ -//========= Copyright Valve Corporation, All rights reserved. ============// -// -// Purpose: Implements a moving target that moves along a path of path_tracks -// and can be shot and killed. When the target it killed it fires an -// OnDeath output. -// -// m_flSpeed is the travel speed -// m_iHealth is current health -// m_iMaxHealth is the amount to reset to each time it starts -// -// $NoKeywords: $ -//=============================================================================// - -#include "cbase.h" -#include "entityoutput.h" - -// memdbgon must be the last include file in a .cpp file!!! -#include "tier0/memdbgon.h" - -#define FGUNTARGET_START_ON 0x0001 - - -class CGunTarget : public CBaseToggle -{ - DECLARE_CLASS( CGunTarget, CBaseToggle ); - -public: - - virtual void Spawn( void ); - virtual void Activate( void ); - bool CreateVPhysics( void ); - - virtual int BloodColor( void ) { return DONT_BLEED; } - -#if defined( HL2_DLL ) - virtual Class_T Classify( void ) { return CLASS_MILITARY; } -#elif defined( HL1_DLL ) - virtual Class_T Classify( void ) { return CLASS_MACHINE; } -#else - virtual Class_T Classify( void ) { return CLASS_NONE; } -#endif - virtual int OnTakeDamage( const CTakeDamageInfo &info ); - virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy = true ) { return GetAbsOrigin(); } - - // Input handlers - void InputStart( inputdata_t &inputdata ); - void InputStop( inputdata_t &inputdata ); - void InputToggle( inputdata_t &inputdata ); - - DECLARE_DATADESC(); - -protected: - - void Next( void ); - void Start( void ); - void Wait( void ); - void Stop( void ); - -private: - - bool m_on; - EHANDLE m_hTargetEnt; - - // Outputs - COutputEvent m_OnDeath; -}; - - -LINK_ENTITY_TO_CLASS( func_guntarget, CGunTarget ); - -BEGIN_DATADESC( CGunTarget ) - - DEFINE_FIELD( m_on, FIELD_BOOLEAN ), - DEFINE_FIELD( m_hTargetEnt, FIELD_EHANDLE ), - - // Function Pointers - DEFINE_FUNCTION( Next ), - DEFINE_FUNCTION( Start ), - DEFINE_FUNCTION( Wait ), - - // Inputs - DEFINE_INPUTFUNC( FIELD_VOID, "Start", InputStart ), - DEFINE_INPUTFUNC( FIELD_VOID, "Stop", InputStop ), - DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ), - - // Outputs - DEFINE_OUTPUT(m_OnDeath, "OnDeath"), - -END_DATADESC() - - - -void CGunTarget::Spawn( void ) -{ - SetSolid( SOLID_BSP ); - SetMoveType( MOVETYPE_PUSH ); - - SetModel( STRING( GetModelName() ) ); - - if ( m_flSpeed == 0 ) - m_flSpeed = 100; - - // Don't take damage until "on" - m_takedamage = DAMAGE_NO; - AddFlag( FL_NPC ); - - m_on = false; - m_iMaxHealth = m_iHealth; - - if ( HasSpawnFlags(FGUNTARGET_START_ON) ) - { - SetMoveDone( &CGunTarget::Start ); - SetMoveDoneTime( 0.3 ); - } - CreateVPhysics(); -} - - -bool CGunTarget::CreateVPhysics( void ) -{ - VPhysicsInitShadow( false, false ); - return true; -} - -void CGunTarget::Activate( void ) -{ - BaseClass::Activate(); - - CBaseEntity *pTarg; - // now find our next target - pTarg = GetNextTarget(); - if ( pTarg ) - { - m_hTargetEnt = pTarg; - Vector nextPos = pTarg->GetAbsOrigin(); - Teleport( &nextPos, NULL, NULL ); - } -} - - -void CGunTarget::Start( void ) -{ - m_takedamage = DAMAGE_YES; - AddFlag( FL_AIMTARGET ); - m_hTargetEnt = GetNextTarget(); - if ( m_hTargetEnt == NULL ) - return; - m_iHealth = m_iMaxHealth; - Next(); -} - - -void CGunTarget::Next( void ) -{ - SetThink( NULL ); - - m_hTargetEnt = GetNextTarget(); - CBaseEntity *pTarget = m_hTargetEnt; - - if ( !pTarget ) - { - Stop(); - return; - } - - SetMoveDone( &CGunTarget::Wait ); - LinearMove( pTarget->GetLocalOrigin(), m_flSpeed ); -} - - -void CGunTarget::Wait( void ) -{ - CBaseEntity *pTarget = m_hTargetEnt; - - if ( !pTarget ) - { - Stop(); - return; - } - - variant_t emptyVariant; - pTarget->AcceptInput( "InPass", this, this, emptyVariant, 0 ); - - m_flWait = pTarget->GetDelay(); - - m_target = pTarget->m_target; - SetMoveDone( &CGunTarget::Next ); - if (m_flWait != 0) - {// -1 wait will wait forever! - SetMoveDoneTime( m_flWait ); - } - else - { - Next();// do it RIGHT now! - } -} - - -void CGunTarget::Stop( void ) -{ - SetAbsVelocity( vec3_origin ); - SetMoveDoneTime( -1 ); - m_takedamage = DAMAGE_NO; -} - - -int CGunTarget::OnTakeDamage( const CTakeDamageInfo &info ) -{ - if ( m_iHealth > 0 ) - { - m_iHealth -= info.GetDamage(); - if ( m_iHealth <= 0 ) - { - m_iHealth = 0; - Stop(); - - m_OnDeath.FireOutput( info.GetInflictor(), this ); - } - } - return 0; -} - - -//----------------------------------------------------------------------------- -// Purpose: Input handler that starts the target moving. -//----------------------------------------------------------------------------- -void CGunTarget::InputStart( inputdata_t &inputdata ) -{ - Start(); -} - - -//----------------------------------------------------------------------------- -// Purpose: Input handler that stops the target from moving. -//----------------------------------------------------------------------------- -void CGunTarget::InputStop( inputdata_t &inputdata ) -{ - Stop(); -} - - -//----------------------------------------------------------------------------- -// Purpose: Input handler that toggles the start/stop state of the target. -//----------------------------------------------------------------------------- -void CGunTarget::InputToggle( inputdata_t &inputdata ) -{ - if ( m_on ) - { - Stop(); - } - else - { - Start(); - } -} +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Implements a moving target that moves along a path of path_tracks +// and can be shot and killed. When the target it killed it fires an +// OnDeath output. +// +// m_flSpeed is the travel speed +// m_iHealth is current health +// m_iMaxHealth is the amount to reset to each time it starts +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" +#include "entityoutput.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#define FGUNTARGET_START_ON 0x0001 + + +class CGunTarget : public CBaseToggle +{ + DECLARE_CLASS( CGunTarget, CBaseToggle ); + +public: + + virtual void Spawn( void ); + virtual void Activate( void ); + bool CreateVPhysics( void ); + + virtual int BloodColor( void ) { return DONT_BLEED; } + +#if defined( HL2_DLL ) + virtual Class_T Classify( void ) { return CLASS_MILITARY; } +#elif defined( HL1_DLL ) + virtual Class_T Classify( void ) { return CLASS_MACHINE; } +#else + virtual Class_T Classify( void ) { return CLASS_NONE; } +#endif + virtual int OnTakeDamage( const CTakeDamageInfo &info ); + virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy = true ) { return GetAbsOrigin(); } + + // Input handlers + void InputStart( inputdata_t &inputdata ); + void InputStop( inputdata_t &inputdata ); + void InputToggle( inputdata_t &inputdata ); + + DECLARE_DATADESC(); + +protected: + + void Next( void ); + void Start( void ); + void Wait( void ); + void Stop( void ); + +private: + + bool m_on; + EHANDLE m_hTargetEnt; + + // Outputs + COutputEvent m_OnDeath; +}; + + +LINK_ENTITY_TO_CLASS( func_guntarget, CGunTarget ); + +BEGIN_DATADESC( CGunTarget ) + + DEFINE_FIELD( m_on, FIELD_BOOLEAN ), + DEFINE_FIELD( m_hTargetEnt, FIELD_EHANDLE ), + + // Function Pointers + DEFINE_FUNCTION( Next ), + DEFINE_FUNCTION( Start ), + DEFINE_FUNCTION( Wait ), + + // Inputs + DEFINE_INPUTFUNC( FIELD_VOID, "Start", InputStart ), + DEFINE_INPUTFUNC( FIELD_VOID, "Stop", InputStop ), + DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ), + + // Outputs + DEFINE_OUTPUT(m_OnDeath, "OnDeath"), + +END_DATADESC() + + + +void CGunTarget::Spawn( void ) +{ + SetSolid( SOLID_BSP ); + SetMoveType( MOVETYPE_PUSH ); + + SetModel( STRING( GetModelName() ) ); + + if ( m_flSpeed == 0 ) + m_flSpeed = 100; + + // Don't take damage until "on" + m_takedamage = DAMAGE_NO; + AddFlag( FL_NPC ); + + m_on = false; + m_iMaxHealth = m_iHealth; + + if ( HasSpawnFlags(FGUNTARGET_START_ON) ) + { + SetMoveDone( &CGunTarget::Start ); + SetMoveDoneTime( 0.3 ); + } + CreateVPhysics(); +} + + +bool CGunTarget::CreateVPhysics( void ) +{ + VPhysicsInitShadow( false, false ); + return true; +} + +void CGunTarget::Activate( void ) +{ + BaseClass::Activate(); + + CBaseEntity *pTarg; + // now find our next target + pTarg = GetNextTarget(); + if ( pTarg ) + { + m_hTargetEnt = pTarg; + Vector nextPos = pTarg->GetAbsOrigin(); + Teleport( &nextPos, NULL, NULL ); + } +} + + +void CGunTarget::Start( void ) +{ + m_takedamage = DAMAGE_YES; + AddFlag( FL_AIMTARGET ); + m_hTargetEnt = GetNextTarget(); + if ( m_hTargetEnt == NULL ) + return; + m_iHealth = m_iMaxHealth; + Next(); +} + + +void CGunTarget::Next( void ) +{ + SetThink( NULL ); + + m_hTargetEnt = GetNextTarget(); + CBaseEntity *pTarget = m_hTargetEnt; + + if ( !pTarget ) + { + Stop(); + return; + } + + SetMoveDone( &CGunTarget::Wait ); + LinearMove( pTarget->GetLocalOrigin(), m_flSpeed ); +} + + +void CGunTarget::Wait( void ) +{ + CBaseEntity *pTarget = m_hTargetEnt; + + if ( !pTarget ) + { + Stop(); + return; + } + + variant_t emptyVariant; + pTarget->AcceptInput( "InPass", this, this, emptyVariant, 0 ); + + m_flWait = pTarget->GetDelay(); + + m_target = pTarget->m_target; + SetMoveDone( &CGunTarget::Next ); + if (m_flWait != 0) + {// -1 wait will wait forever! + SetMoveDoneTime( m_flWait ); + } + else + { + Next();// do it RIGHT now! + } +} + + +void CGunTarget::Stop( void ) +{ + SetAbsVelocity( vec3_origin ); + SetMoveDoneTime( -1 ); + m_takedamage = DAMAGE_NO; +} + + +int CGunTarget::OnTakeDamage( const CTakeDamageInfo &info ) +{ + if ( m_iHealth > 0 ) + { + m_iHealth -= info.GetDamage(); + if ( m_iHealth <= 0 ) + { + m_iHealth = 0; + Stop(); + + m_OnDeath.FireOutput( info.GetInflictor(), this ); + } + } + return 0; +} + + +//----------------------------------------------------------------------------- +// Purpose: Input handler that starts the target moving. +//----------------------------------------------------------------------------- +void CGunTarget::InputStart( inputdata_t &inputdata ) +{ + Start(); +} + + +//----------------------------------------------------------------------------- +// Purpose: Input handler that stops the target from moving. +//----------------------------------------------------------------------------- +void CGunTarget::InputStop( inputdata_t &inputdata ) +{ + Stop(); +} + + +//----------------------------------------------------------------------------- +// Purpose: Input handler that toggles the start/stop state of the target. +//----------------------------------------------------------------------------- +void CGunTarget::InputToggle( inputdata_t &inputdata ) +{ + if ( m_on ) + { + Stop(); + } + else + { + Start(); + } +} -- cgit v1.2.3