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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: area portal entity: toggles visibility areas on/off
//
// NOTE: These are not really brush entities. They are brush entities from a
// designer/worldcraft perspective, but by the time they reach the game, the
// brush model is gone and this is, in effect, a point entity.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CFuncOccluder : public CBaseEntity
{
public:
DECLARE_CLASS( CFuncOccluder, CBaseEntity );
CFuncOccluder();
virtual void Spawn( void );
virtual int UpdateTransmitState( void );
// Input handlers
void InputActivate( inputdata_t &inputdata );
void InputDeactivate( inputdata_t &inputdata );
void InputToggle( inputdata_t &inputdata );
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
private:
CNetworkVar( bool, m_bActive );
CNetworkVar( int, m_nOccluderIndex );
};
LINK_ENTITY_TO_CLASS( func_occluder, CFuncOccluder );
IMPLEMENT_SERVERCLASS_ST_NOBASE(CFuncOccluder, DT_FuncOccluder)
SendPropBool( SENDINFO(m_bActive) ),
SendPropInt(SENDINFO(m_nOccluderIndex), 10, SPROP_UNSIGNED ),
END_SEND_TABLE()
BEGIN_DATADESC( CFuncOccluder )
DEFINE_KEYFIELD( m_bActive, FIELD_BOOLEAN, "StartActive" ),
// NOTE: This keyfield is computed + inserted by VBSP
DEFINE_KEYFIELD( m_nOccluderIndex, FIELD_INTEGER, "occludernumber" ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Deactivate", InputDeactivate ),
DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ),
DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
END_DATADESC()
//------------------------------------------------------------------------------
// Occluder :
//------------------------------------------------------------------------------
CFuncOccluder::CFuncOccluder()
{
m_bActive = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncOccluder::Spawn( void )
{
Precache( );
m_takedamage = DAMAGE_NO;
SetSolid( SOLID_NONE );
SetMoveType( MOVETYPE_NONE );
// set size and link into world.
SetModel( STRING( GetModelName() ) );
}
//------------------------------------------------------------------------------
// Purpose :
//------------------------------------------------------------------------------
void CFuncOccluder::InputDeactivate( inputdata_t &inputdata )
{
m_bActive = false;
}
//------------------------------------------------------------------------------
// Purpose :
//------------------------------------------------------------------------------
void CFuncOccluder::InputActivate( inputdata_t &inputdata )
{
m_bActive = true;
}
//------------------------------------------------------------------------------
// Purpose :
//------------------------------------------------------------------------------
void CFuncOccluder::InputToggle( inputdata_t &inputdata )
{
m_bActive = !m_bActive;
}
//------------------------------------------------------------------------------
// We always want to transmit these bad boys
//------------------------------------------------------------------------------
int CFuncOccluder::UpdateTransmitState()
{
// ALWAYS transmit to all clients.
return SetTransmitState( FL_EDICT_ALWAYS );
}
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