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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef LOGICRELAY_H
#define LOGICRELAY_H
#include "cbase.h"
#include "entityinput.h"
#include "entityoutput.h"
#include "eventqueue.h"
class CLogicRelay : public CLogicalEntity
{
public:
DECLARE_CLASS( CLogicRelay, CLogicalEntity );
CLogicRelay();
void Activate();
void Think();
// Input handlers
void InputEnable( inputdata_t &inputdata );
void InputEnableRefire( inputdata_t &inputdata ); // Private input handler, not in FGD
void InputDisable( inputdata_t &inputdata );
void InputToggle( inputdata_t &inputdata );
void InputTrigger( inputdata_t &inputdata );
void InputCancelPending( inputdata_t &inputdata );
DECLARE_DATADESC();
// Outputs
COutputEvent m_OnTrigger;
COutputEvent m_OnSpawn;
bool IsDisabled( void ){ return m_bDisabled; }
private:
bool m_bDisabled;
bool m_bWaitForRefire; // Set to disallow a refire while we are waiting for our outputs to finish firing.
};
#endif //LOGICRELAY_H
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