From 39ed87570bdb2f86969d4be821c94b722dc71179 Mon Sep 17 00:00:00 2001 From: Joe Ludwig Date: Wed, 26 Jun 2013 15:22:04 -0700 Subject: First version of the SOurce SDK 2013 --- mp/src/game/server/logicauto.cpp | 127 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 127 insertions(+) create mode 100644 mp/src/game/server/logicauto.cpp (limited to 'mp/src/game/server/logicauto.cpp') diff --git a/mp/src/game/server/logicauto.cpp b/mp/src/game/server/logicauto.cpp new file mode 100644 index 00000000..3b31f36b --- /dev/null +++ b/mp/src/game/server/logicauto.cpp @@ -0,0 +1,127 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Fires an output when the map spawns (or respawns if not set to +// only fire once). It can be set to check a global state before firing. +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" +#include "entityinput.h" +#include "entityoutput.h" +#include "eventqueue.h" +#include "mathlib/mathlib.h" +#include "globalstate.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +const int SF_AUTO_FIREONCE = 0x01; +const int SF_AUTO_FIREONRELOAD = 0x02; + + +class CLogicAuto : public CBaseEntity +{ +public: + DECLARE_CLASS( CLogicAuto, CBaseEntity ); + + void Activate(void); + void Think(void); + + int ObjectCaps(void) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } + + DECLARE_DATADESC(); + +private: + + // fired no matter why the map loaded + COutputEvent m_OnMapSpawn; + + // fired for specified types of map loads + COutputEvent m_OnNewGame; + COutputEvent m_OnLoadGame; + COutputEvent m_OnMapTransition; + COutputEvent m_OnBackgroundMap; + COutputEvent m_OnMultiNewMap; + COutputEvent m_OnMultiNewRound; + + string_t m_globalstate; +}; + +LINK_ENTITY_TO_CLASS(logic_auto, CLogicAuto); + + +BEGIN_DATADESC( CLogicAuto ) + + DEFINE_KEYFIELD(m_globalstate, FIELD_STRING, "globalstate"), + + // Outputs + DEFINE_OUTPUT(m_OnMapSpawn, "OnMapSpawn"), + DEFINE_OUTPUT(m_OnNewGame, "OnNewGame"), + DEFINE_OUTPUT(m_OnLoadGame, "OnLoadGame"), + DEFINE_OUTPUT(m_OnMapTransition, "OnMapTransition"), + DEFINE_OUTPUT(m_OnBackgroundMap, "OnBackgroundMap"), + DEFINE_OUTPUT(m_OnMultiNewMap, "OnMultiNewMap" ), + DEFINE_OUTPUT(m_OnMultiNewRound, "OnMultiNewRound" ), + +END_DATADESC() + + +//------------------------------------------------------------------------------ +// Purpose : Fire my outputs here if I fire on map reload +//------------------------------------------------------------------------------ +void CLogicAuto::Activate(void) +{ + BaseClass::Activate(); + SetNextThink( gpGlobals->curtime + 0.2 ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Called shortly after level spawn. Checks the global state and fires +// targets if the global state is set or if there is not global state +// to check. +//----------------------------------------------------------------------------- +void CLogicAuto::Think(void) +{ + if (!m_globalstate || GlobalEntity_GetState(m_globalstate) == GLOBAL_ON) + { + if (gpGlobals->eLoadType == MapLoad_Transition) + { + m_OnMapTransition.FireOutput(NULL, this); + } + else if (gpGlobals->eLoadType == MapLoad_NewGame) + { + m_OnNewGame.FireOutput(NULL, this); + } + else if (gpGlobals->eLoadType == MapLoad_LoadGame) + { + m_OnLoadGame.FireOutput(NULL, this); + } + else if (gpGlobals->eLoadType == MapLoad_Background) + { + m_OnBackgroundMap.FireOutput(NULL, this); + } + + m_OnMapSpawn.FireOutput(NULL, this); + + if ( g_pGameRules->IsMultiplayer() ) + { + // In multiplayer, fire the new map / round events. + if ( g_pGameRules->InRoundRestart() ) + { + m_OnMultiNewRound.FireOutput(NULL, this); + } + else + { + m_OnMultiNewMap.FireOutput(NULL, this); + } + } + + if (m_spawnflags & SF_AUTO_FIREONCE) + { + UTIL_Remove(this); + } + } +} + -- cgit v1.2.3