Exemple #1
0
	DETOUR_DECL_STATIC(bool __gcc_regcall, ParseDynamicAttributes, void *ecattr, KeyValues *kv)
	{
		DevMsg("ParseDynamicAttributes: \"%s\" \"%s\"\n", kv->GetName(), kv->GetString());
		
		if (V_stricmp(kv->GetName(), "ExtAttr") == 0) {
			auto ext = reinterpret_cast<CTFBot::ExtendedAttr *>((uintptr_t)ecattr + 0x10);
			
			const char *val = kv->GetString();
			if (V_stricmp(val, "AlwaysFireWeaponAlt") == 0) {
				DevMsg("  found: ExtAttr AlwaysFireWeaponAlt\n");
				ext->TurnOn(ExtAttr::ALWAYS_FIRE_WEAPON_ALT);
			} else if (V_stricmp(val, "TargetStickies") == 0) {
				DevMsg("  found: ExtAttr TargetStickies\n");
				ext->TurnOn(ExtAttr::TARGET_STICKIES);
			} else {
				Warning("TFBotSpawner: Invalid extended attribute '%s'\n", val);
			}
			
			DevMsg("  Got ExtAttr, returning true\n");
			return true;
		}
		
		DevMsg("  Passing through to actual ParseDynamicAttributes\n");
		return DETOUR_STATIC_CALL(ParseDynamicAttributes)(ecattr, kv);
	}
Exemple #2
0
//-----------------------------------------------------------------------------
// Purpose: Input handler to turn the lightning on either continually or for
//			interval refiring.
//-----------------------------------------------------------------------------
void CEnvBeam::InputTurnOn( inputdata_t &inputdata )
{
	if ( !m_active )
	{
		TurnOn();
	}
}
Exemple #3
0
void CFuncWall :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
	if( IsLockedByMaster( pActivator ))
		return;

	if( ShouldToggle( useType ))
	{
		if( GetState() == STATE_ON )
			TurnOff();
		else TurnOn();

		// LRC (support generic switchable texlight)
		if( m_iStyle >= 32 )
		{
			if( pev->frame )
				LIGHT_STYLE( m_iStyle, "z" );
			else
				LIGHT_STYLE( m_iStyle, "a" );
		}
		else if( m_iStyle <= -32 )
		{
			if( pev->frame )
				LIGHT_STYLE( -m_iStyle, "a" );
			else
				LIGHT_STYLE( -m_iStyle, "z" );
		}
	}
}
Exemple #4
0
void CLaser::Spawn(void)
{
	if(FStringNull(pev->model))
	{
		SetThink(&CLaser::SUB_Remove);
		return;
	}
	pev->solid = SOLID_NOT; // Remove model & collisions
	Precache();

	SetThink(&CLaser::StrikeThink);
	pev->flags |= FL_CUSTOMENTITY;

	PointsInit(pev->origin, pev->origin);

	if(!m_pSprite && m_iszSpriteName)
		m_pSprite = CSprite::SpriteCreate(STRING(m_iszSpriteName), pev->origin, TRUE);
	else
		m_pSprite = NULL;

	if(m_pSprite)
		m_pSprite->SetTransparency(kRenderGlow, pev->rendercolor.x, pev->rendercolor.y, pev->rendercolor.z, pev->renderamt, pev->renderfx);

	if(pev->targetname && !(pev->spawnflags & SF_BEAM_STARTON))
		TurnOff();
	else
		TurnOn();
}
Exemple #5
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CEnvLaser::InputTurnOn( inputdata_t &inputdata )
{
	if (!IsOn())
	{
		TurnOn();
	}
}
	void InputToggle( inputdata_t &inputdata ) 
	{ 
		if ( m_isOn )
			TurnOff();
		else
			TurnOn();
	}
Exemple #7
0
void Weldingtool::AttackBy(id_ptr_on<Item> item)
{
    if (Working())
        TurnOff();
    else
        TurnOn();
}
Exemple #8
0
void CFuncWallToggle :: Spawn( void )
{
	BaseClass::Spawn();

	if( FBitSet( pev->spawnflags, SF_WALL_START_OFF ))
		TurnOff();
	else TurnOn();
}
Exemple #9
0
int Perspective::setupCamera()
{
   glMatrixMode( GL_PROJECTION );
   glLoadIdentity();
   gluPerspective( fovy, 800.0f/600.0f, zNear, zFar ) ;  /* XXX VAR GLOBAL PARA JANELA*/
   TurnOn();
   return 1;
}
Exemple #10
0
int moEffect::luaEnable(moLuaVirtualMachine& vm)
{
    lua_State *luastate = (lua_State *) vm;

    TurnOn();

    return 0;
}
void CParticleEmitter :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
	if (ShouldToggle(useType, pev->body))
	{
		if (pev->spawnflags & SF_START_ON)
			TurnOff();
		else
			TurnOn();
	}
}
Exemple #12
0
void CFuncShine :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
	if (ShouldToggle(useType))
	{
		if (pev->spawnflags & SF_SHINE_ACTIVE)
			TurnOff();
		else
			TurnOn();
	}
}
Exemple #13
0
//-----------------------------------------------------------------------------
// Purpose: Input handler for toggling the hidden/shown state of the brush.
//-----------------------------------------------------------------------------
void CFuncBrush::InputToggle( inputdata_t &inputdata )
{
	if ( IsOn() )
	{
		TurnOff();
		return;
	}

	TurnOn();
}
Exemple #14
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CEnvLaser::InputToggle( inputdata_t &inputdata )
{
	if ( IsOn() )
	{
		TurnOff();
	}
	else
	{
		TurnOn();
	}
}
void main(void)
{
	serialBegin(9600);
	TurnOn(9600);          		//module power on
	InitParam(PARAM_SET_1);		//configure the module  
	Echo(1);               		//enable AT echo
	
    ver=LibVer();
    printf("Response Ver %d\n",ver);

}
Exemple #16
0
//-----------------------------------------------------------------------------
// Purpose: Input handler to toggle the lightning on/off.
//-----------------------------------------------------------------------------
void CEnvBeam::InputToggle( inputdata_t &inputdata )
{
	if ( m_active )
	{
		TurnOff();
	}
	else
	{
		TurnOn();
	}
}
Exemple #17
0
void CEnvFireSource::Spawn()
{
	if ( m_spawnflags & SF_FIRESOURCE_START_ON )
	{
		TurnOn();
	}
	else
	{
		TurnOff();
	}
}
Exemple #18
0
//-----------------------------------------------------------------------------
// Purpose: Input handler that toggles the sprite between hidden and shown.
//-----------------------------------------------------------------------------
void CSprite::InputToggleSprite( inputdata_t &inputdata )
{
	if ( !IsEffectActive( EF_NODRAW ) )
	{
		TurnOff();
	}
	else
	{
		TurnOn();
	}
}
Exemple #19
0
void CEnvFireSensor::Spawn()
{
	if ( m_spawnflags & SF_FIRESENSOR_START_ON )
	{
		TurnOn();
	}
	else
	{
		TurnOff();
	}
}
void CPVFXMgr::HandleFXKey(ArgList* pArgList)
{
	if (!pArgList) return;
	if (pArgList->argc < 3 || !pArgList->argv[1] || !pArgList->argv[2]) return;

	char* pFXName = pArgList->argv[1];
	char* pFXState = pArgList->argv[2];

	// Turn on/off the necessary fx...

	TurnOn(pFXName, (stricmp(pFXState, "ON") == 0));
}
Exemple #21
0
/* <1e101> ../cstrike/dlls/bmodels.cpp:130 */
void CFuncWallToggle::__MAKE_VHOOK(Use)(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
{
	int status = IsOn();

	if (ShouldToggle(useType, status))
	{
		if (status)
			TurnOff();
		else
			TurnOn();
	}
}
//-----------------------------------------------------------------------------
// Purpose: Toggle the light on/off
//-----------------------------------------------------------------------------
void CLight::Toggle( void )
{
	//Toggle it
	if ( FBitSet( m_spawnflags, SF_LIGHT_START_OFF ) )
	{
		TurnOn();
	}
	else
	{
		TurnOff();
	}
}
Exemple #23
0
void CFuncWallToggle::InputToggle( inputdata_t &inputdata )
{
	int status = IsOn();

	if ( ShouldToggle( USE_TOGGLE, status ) )
	{
		if ( status )
			TurnOff();
		else
			TurnOn();
	}
}
Exemple #24
0
void CFuncWallDetail :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
	int status = IsOn();

	if ( ShouldToggle( useType, status ) )
	{
		if ( status )
			TurnOff();
		else
			TurnOn();
	}
}
void CFuncWallToggle :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
//	int status = IsOn();
	BOOL status = (GetState() == STATE_ON);

	if ( ShouldToggle( useType, status ) )
	{
		if ( status )
			TurnOff();
		else
			TurnOn();
	}
}
Exemple #26
0
void Camera::InitialUpdate(int nInfo)
{
	if (nInfo == INITIALUPDATE_SAVEGAME) return;

	if (m_bStartActive)
	{
		TurnOn();
	}

	// Tell the clients about us...

	CreateSFXMsg();
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CLogicNavigation::Activate()
{
	BaseClass::Activate();

	if ( HasSpawnFlags( SF_NAV_START_ON ) )
	{
		TurnOn();
		RemoveSpawnFlags( SF_NAV_START_ON );
	}
	else if ( m_isOn )
	{
		gEntList.AddListenerEntity( this );
	}
}
Exemple #28
0
void ProcessCommand()
{
    if(Control == OFF)
    {
        TurnOff();
    }
    else
    {
        TurnOn();
    }

//    //gui lenh xac nhan len node Zigbee thong qua module UART
//    ConfirmToZigbeeNode(Command);
}
Exemple #29
0
void CLaser::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
{
	int active = IsOn();

	if(!ShouldToggle(useType, active))
		return;
	if(active)
	{
		TurnOff();
	}
	else
	{
		TurnOn();
	}
}
Exemple #30
0
// DVS TODO: Obsolete Use handler
void CSprite::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
	int on = !IsEffectActive( EF_NODRAW );
	if ( ShouldToggle( useType, on ) )
	{
		if ( on )
		{
			TurnOff();
		}
		else
		{
			TurnOn();
		}
	}
}