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/logicrelay.cpp | 324 +++++++++++++++++++------------------- 1 file changed, 162 insertions(+), 162 deletions(-) (limited to 'mp/src/game/server/logicrelay.cpp') diff --git a/mp/src/game/server/logicrelay.cpp b/mp/src/game/server/logicrelay.cpp index 9db7c971..b556ec04 100644 --- a/mp/src/game/server/logicrelay.cpp +++ b/mp/src/game/server/logicrelay.cpp @@ -1,162 +1,162 @@ -//========= Copyright Valve Corporation, All rights reserved. ============// -// -// A message forwarder. Fires an OnTrigger output when triggered, and can be -// disabled to prevent forwarding outputs. -// -// Useful as an intermediary between one entity and another for turning on or -// off an I/O connection, or as a container for holding a set of outputs that -// can be triggered from multiple places. -// -//============================================================================= - -#include "cbase.h" -#include "entityinput.h" -#include "entityoutput.h" -#include "eventqueue.h" -#include "soundent.h" -#include "logicrelay.h" - -// memdbgon must be the last include file in a .cpp file!!! -#include "tier0/memdbgon.h" - -const int SF_REMOVE_ON_FIRE = 0x001; // Relay will remove itself after being triggered. -const int SF_ALLOW_FAST_RETRIGGER = 0x002; // Unless set, relay will disable itself until the last output is sent. - -LINK_ENTITY_TO_CLASS(logic_relay, CLogicRelay); - - -BEGIN_DATADESC( CLogicRelay ) - - DEFINE_FIELD(m_bWaitForRefire, FIELD_BOOLEAN), - DEFINE_KEYFIELD(m_bDisabled, FIELD_BOOLEAN, "StartDisabled"), - - // Inputs - DEFINE_INPUTFUNC(FIELD_VOID, "Enable", InputEnable), - DEFINE_INPUTFUNC(FIELD_VOID, "EnableRefire", InputEnableRefire), - DEFINE_INPUTFUNC(FIELD_VOID, "Disable", InputDisable), - DEFINE_INPUTFUNC(FIELD_VOID, "Toggle", InputToggle), - DEFINE_INPUTFUNC(FIELD_VOID, "Trigger", InputTrigger), - DEFINE_INPUTFUNC(FIELD_VOID, "CancelPending", InputCancelPending), - - // Outputs - DEFINE_OUTPUT(m_OnTrigger, "OnTrigger"), - DEFINE_OUTPUT(m_OnSpawn, "OnSpawn"), - -END_DATADESC() - - - -//----------------------------------------------------------------------------- -// Purpose: Constructor. -//----------------------------------------------------------------------------- -CLogicRelay::CLogicRelay(void) -{ -} - - -//------------------------------------------------------------------------------ -// Kickstarts a think if we have OnSpawn connections. -//------------------------------------------------------------------------------ -void CLogicRelay::Activate() -{ - BaseClass::Activate(); - - if ( m_OnSpawn.NumberOfElements() > 0) - { - SetNextThink( gpGlobals->curtime + 0.01 ); - } -} - - -//----------------------------------------------------------------------------- -// If we have OnSpawn connections, this is called shortly after spawning to -// fire the OnSpawn output. -//----------------------------------------------------------------------------- -void CLogicRelay::Think() -{ - // Fire an output when we spawn. This is used for self-starting an entity - // template -- since the logic_relay is inside the template, it gets all the - // name and I/O connection fixup, so can target other entities in the template. - m_OnSpawn.FireOutput( this, this ); - - // We only get here if we had OnSpawn connections, so this is safe. - if ( m_spawnflags & SF_REMOVE_ON_FIRE ) - { - UTIL_Remove(this); - } -} - - -//------------------------------------------------------------------------------ -// Purpose: Turns on the relay, allowing it to fire outputs. -//------------------------------------------------------------------------------ -void CLogicRelay::InputEnable( inputdata_t &inputdata ) -{ - m_bDisabled = false; -} - -//------------------------------------------------------------------------------ -// Purpose: Enables us to fire again. This input is only posted from our Trigger -// function to prevent rapid refire. -//------------------------------------------------------------------------------ -void CLogicRelay::InputEnableRefire( inputdata_t &inputdata ) -{ - m_bWaitForRefire = false; -} - - -//------------------------------------------------------------------------------ -// Purpose: Cancels any I/O events in the queue that were fired by us. -//------------------------------------------------------------------------------ -void CLogicRelay::InputCancelPending( inputdata_t &inputdata ) -{ - g_EventQueue.CancelEvents( this ); - - // Stop waiting; allow another Trigger. - m_bWaitForRefire = false; -} - - -//------------------------------------------------------------------------------ -// Purpose: Turns off the relay, preventing it from firing outputs. -//------------------------------------------------------------------------------ -void CLogicRelay::InputDisable( inputdata_t &inputdata ) -{ - m_bDisabled = true; -} - - -//------------------------------------------------------------------------------ -// Purpose: Toggles the enabled/disabled state of the relay. -//------------------------------------------------------------------------------ -void CLogicRelay::InputToggle( inputdata_t &inputdata ) -{ - m_bDisabled = !m_bDisabled; -} - - -//----------------------------------------------------------------------------- -// Purpose: Input handler that triggers the relay. -//----------------------------------------------------------------------------- -void CLogicRelay::InputTrigger( inputdata_t &inputdata ) -{ - if ((!m_bDisabled) && (!m_bWaitForRefire)) - { - m_OnTrigger.FireOutput( inputdata.pActivator, this ); - - if (m_spawnflags & SF_REMOVE_ON_FIRE) - { - UTIL_Remove(this); - } - else if (!(m_spawnflags & SF_ALLOW_FAST_RETRIGGER)) - { - // - // Disable the relay so that it cannot be refired until after the last output - // has been fired and post an input to re-enable ourselves. - // - m_bWaitForRefire = true; - g_EventQueue.AddEvent(this, "EnableRefire", m_OnTrigger.GetMaxDelay() + 0.001, this, this); - } - } -} - +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// A message forwarder. Fires an OnTrigger output when triggered, and can be +// disabled to prevent forwarding outputs. +// +// Useful as an intermediary between one entity and another for turning on or +// off an I/O connection, or as a container for holding a set of outputs that +// can be triggered from multiple places. +// +//============================================================================= + +#include "cbase.h" +#include "entityinput.h" +#include "entityoutput.h" +#include "eventqueue.h" +#include "soundent.h" +#include "logicrelay.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +const int SF_REMOVE_ON_FIRE = 0x001; // Relay will remove itself after being triggered. +const int SF_ALLOW_FAST_RETRIGGER = 0x002; // Unless set, relay will disable itself until the last output is sent. + +LINK_ENTITY_TO_CLASS(logic_relay, CLogicRelay); + + +BEGIN_DATADESC( CLogicRelay ) + + DEFINE_FIELD(m_bWaitForRefire, FIELD_BOOLEAN), + DEFINE_KEYFIELD(m_bDisabled, FIELD_BOOLEAN, "StartDisabled"), + + // Inputs + DEFINE_INPUTFUNC(FIELD_VOID, "Enable", InputEnable), + DEFINE_INPUTFUNC(FIELD_VOID, "EnableRefire", InputEnableRefire), + DEFINE_INPUTFUNC(FIELD_VOID, "Disable", InputDisable), + DEFINE_INPUTFUNC(FIELD_VOID, "Toggle", InputToggle), + DEFINE_INPUTFUNC(FIELD_VOID, "Trigger", InputTrigger), + DEFINE_INPUTFUNC(FIELD_VOID, "CancelPending", InputCancelPending), + + // Outputs + DEFINE_OUTPUT(m_OnTrigger, "OnTrigger"), + DEFINE_OUTPUT(m_OnSpawn, "OnSpawn"), + +END_DATADESC() + + + +//----------------------------------------------------------------------------- +// Purpose: Constructor. +//----------------------------------------------------------------------------- +CLogicRelay::CLogicRelay(void) +{ +} + + +//------------------------------------------------------------------------------ +// Kickstarts a think if we have OnSpawn connections. +//------------------------------------------------------------------------------ +void CLogicRelay::Activate() +{ + BaseClass::Activate(); + + if ( m_OnSpawn.NumberOfElements() > 0) + { + SetNextThink( gpGlobals->curtime + 0.01 ); + } +} + + +//----------------------------------------------------------------------------- +// If we have OnSpawn connections, this is called shortly after spawning to +// fire the OnSpawn output. +//----------------------------------------------------------------------------- +void CLogicRelay::Think() +{ + // Fire an output when we spawn. This is used for self-starting an entity + // template -- since the logic_relay is inside the template, it gets all the + // name and I/O connection fixup, so can target other entities in the template. + m_OnSpawn.FireOutput( this, this ); + + // We only get here if we had OnSpawn connections, so this is safe. + if ( m_spawnflags & SF_REMOVE_ON_FIRE ) + { + UTIL_Remove(this); + } +} + + +//------------------------------------------------------------------------------ +// Purpose: Turns on the relay, allowing it to fire outputs. +//------------------------------------------------------------------------------ +void CLogicRelay::InputEnable( inputdata_t &inputdata ) +{ + m_bDisabled = false; +} + +//------------------------------------------------------------------------------ +// Purpose: Enables us to fire again. This input is only posted from our Trigger +// function to prevent rapid refire. +//------------------------------------------------------------------------------ +void CLogicRelay::InputEnableRefire( inputdata_t &inputdata ) +{ + m_bWaitForRefire = false; +} + + +//------------------------------------------------------------------------------ +// Purpose: Cancels any I/O events in the queue that were fired by us. +//------------------------------------------------------------------------------ +void CLogicRelay::InputCancelPending( inputdata_t &inputdata ) +{ + g_EventQueue.CancelEvents( this ); + + // Stop waiting; allow another Trigger. + m_bWaitForRefire = false; +} + + +//------------------------------------------------------------------------------ +// Purpose: Turns off the relay, preventing it from firing outputs. +//------------------------------------------------------------------------------ +void CLogicRelay::InputDisable( inputdata_t &inputdata ) +{ + m_bDisabled = true; +} + + +//------------------------------------------------------------------------------ +// Purpose: Toggles the enabled/disabled state of the relay. +//------------------------------------------------------------------------------ +void CLogicRelay::InputToggle( inputdata_t &inputdata ) +{ + m_bDisabled = !m_bDisabled; +} + + +//----------------------------------------------------------------------------- +// Purpose: Input handler that triggers the relay. +//----------------------------------------------------------------------------- +void CLogicRelay::InputTrigger( inputdata_t &inputdata ) +{ + if ((!m_bDisabled) && (!m_bWaitForRefire)) + { + m_OnTrigger.FireOutput( inputdata.pActivator, this ); + + if (m_spawnflags & SF_REMOVE_ON_FIRE) + { + UTIL_Remove(this); + } + else if (!(m_spawnflags & SF_ALLOW_FAST_RETRIGGER)) + { + // + // Disable the relay so that it cannot be refired until after the last output + // has been fired and post an input to re-enable ourselves. + // + m_bWaitForRefire = true; + g_EventQueue.AddEvent(this, "EnableRefire", m_OnTrigger.GetMaxDelay() + 0.001, this, this); + } + } +} + -- cgit v1.2.3