//-----------------------------------------------------------------------------
// Purpose:
// Input  : *pHandleEntity -
//			contentsMask -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CASW_Trace_Filter_Doors::ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
{
    if ( !StandardFilterRules( pHandleEntity, contentsMask ) )
        return false;

    // Don't test if the game code tells us we should ignore this collision...
    CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
    const CBaseEntity *pEntPass = EntityFromEntityHandle( m_pPassEnt );

    // don't hurt ourself
    if ( pEntPass == pEntity )
        return false;

    if ( !pEntity || pEntity->Classify() != CLASS_ASW_DOOR )
        return false;

    CASW_Door *pDoor = assert_cast<CASW_Door*>( pEntity );
    if ( !pDoor )
        return false;

    if ( m_bRequireLockedOrSealed )
    {
        if ( pDoor->GetSealAmount() > 0 || !pDoor->IsAutoOpen() )
        {
            return true;
        }
        else
        {
            return false;
        }
    }

    return true;
}
void CASW_Button_Area::UpdateWaitingForInput()
{
	bool bOldWaitingForInput = m_bWaitingForInput;

	bool bSet = false;

	if ( m_bIsDoorButton )
	{
		CASW_Door *pDoor = GetDoor();
		if ( pDoor && pDoor->IsAutoOpen() )
		{
			m_bWaitingForInput = false;
			bSet = true;
		}
	}

	if ( !bSet )
	{
		m_bWaitingForInput = ASWGameRules()->GetGameState() == ASW_GS_INGAME && 
							 ( !m_bNoPower && !m_bIsInUse && ( m_bIsLocked || ( !m_bWasLocked && m_fLastButtonUseTime == 0 ) ) );
	}

	if ( !bOldWaitingForInput && m_bWaitingForInput )
	{
		VisibilityMonitor_AddEntity( this, asw_visrange_generic.GetFloat() * 0.9f, &CASW_Button_Area::WaitingForInputVismonCallback, &CASW_Button_Area::WaitingForInputVismonEvaluator );
	}
	else if ( bOldWaitingForInput && !m_bWaitingForInput )
	{
		VisibilityMonitor_RemoveEntity( this );

		IGameEvent * event = gameeventmanager->CreateEvent( "button_area_inactive" );
		if ( event )
		{
			event->SetInt( "entindex", entindex() );
			gameeventmanager->FireEvent( event );
		}
	}
}