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/weight_button.cpp | 204 +++++++++++++++++------------------ 1 file changed, 102 insertions(+), 102 deletions(-) (limited to 'mp/src/game/server/weight_button.cpp') 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 ); +} -- cgit v1.2.3