Esempio n. 1
0
//
// Touching a button simply "activates" it.
//
void CBaseButton::ButtonTouch(CBaseEntity *pOther)
{
	// Ignore touches by anything but players
	if(!FClassnameIs(pOther->pev, "player"))
		return;

	m_hActivator = pOther;

	BUTTON_CODE code = ButtonResponseToTouch();

	if(code == BUTTON_NOTHING)
		return;

	if(!UTIL_IsMasterTriggered(m_sMaster, pOther))
	{
		// play button locked sound
		PlayLockSounds(pev, &m_ls, TRUE, TRUE);
		return;
	}

	// Temporarily disable the touch function, until movement is finished.
	SetTouch(NULL);

	if(code == BUTTON_RETURN)
	{
		EMIT_SOUND(ENT(pev), CHAN_VOICE, (char *)STRING(pev->noise), 1, ATTN_NORM);
		SUB_UseTargets(m_hActivator, USE_TOGGLE, 0);
		ButtonReturn();
	}
	else // code == BUTTON_ACTIVATE
		ButtonActivate();
}
Esempio n. 2
0
void CBaseButton:: ButtonTouch( CBaseEntity *pOther )
{
	// ignore touches by anything but players
	if( !pOther->IsPlayer( )) return;

	m_hActivator = pOther;

	BUTTON_CODE code = ButtonResponseToTouch();
	if( code == BUTTON_NOTHING ) return;

	if( IsLockedByMaster( ))
	{
		// play button locked sound
		PlayLockSounds( pev, &m_ls, TRUE, TRUE );
		return;
	}

	// temporarily disable the touch function, until movement is finished.
	SetTouch( NULL );

	if( code == BUTTON_RETURN )
	{
		EMIT_SOUND( edict(), CHAN_VOICE, STRING( pev->noise ), 1, ATTN_NORM );
		SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 );
		ButtonReturn();
	}
	else
	{
		ButtonActivate( );
	}
}
Esempio n. 3
0
//
// ButtonShot
//
int CBaseButton::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
{
	BUTTON_CODE code = ButtonResponseToTouch();

	if(code == BUTTON_NOTHING)
		return 0;
	// Temporarily disable the touch function, until movement is finished.
	SetTouch(NULL);

	m_hActivator = CBaseEntity::Instance(pevAttacker);
	if(m_hActivator == NULL)
		return 0;

	if(code == BUTTON_RETURN)
	{
		EMIT_SOUND(ENT(pev), CHAN_VOICE, (char *)STRING(pev->noise), 1, ATTN_NORM);

		// Toggle buttons fire when they get back to their "home" position
		if(!(pev->spawnflags & SF_BUTTON_TOGGLE))
			SUB_UseTargets(m_hActivator, USE_TOGGLE, 0);
		ButtonReturn();
	}
	else // code == BUTTON_ACTIVATE
		ButtonActivate();

	return 0;
}
Esempio n. 4
0
int CBaseButton :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType )
{
	if( FBitSet( pev->spawnflags, SF_BUTTON_DAMAGED_AT_LASER ) && !( bitsDamageType & DMG_ENERGYBEAM ))
		return 0;

	BUTTON_CODE code = ButtonResponseToTouch();
	
	if( code == BUTTON_NOTHING )
		return 0;

	// temporarily disable the touch function, until movement is finished.
	SetTouch( NULL );

	m_hActivator = CBaseEntity::Instance( pevAttacker );

	if( m_hActivator == NULL )
		return 0;

	if( code == BUTTON_RETURN )
	{
		EMIT_SOUND( edict(), CHAN_VOICE, STRING( pev->noise ), 1, ATTN_NORM );

		// toggle buttons fire when they get back to their "home" position
		if( !FBitSet( pev->spawnflags, SF_BUTTON_TOGGLE ))
			SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 );
		ButtonReturn();
	}
	else
	{
		// code == BUTTON_ACTIVATE
		ButtonActivate( );
	}

	return 0;
}
Esempio n. 5
0
void CBaseButton::ButtonTouch(CBaseEntity *pOther)
{
	if (!FClassnameIs(pOther->pev, "player"))
		return;

	m_hActivator = pOther;
	BUTTON_CODE code = ButtonResponseToTouch();

	if (code == BUTTON_NOTHING)
		return;

	if (!UTIL_IsMasterTriggered(m_sMaster, pOther))
	{
		PlayLockSounds(pev, &m_ls, TRUE, TRUE);
		return;
	}

	SetTouch(NULL);

	if (code == BUTTON_RETURN)
	{
		EMIT_SOUND(ENT(pev), CHAN_VOICE, STRING(pev->noise), VOL_NORM, ATTN_NORM);
		SUB_UseTargets(m_hActivator, USE_TOGGLE, 0);
		ButtonReturn();
	}
	else
		ButtonActivate();
}
Esempio n. 6
0
int CBaseButton::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
{
	BUTTON_CODE code = ButtonResponseToTouch();

	if (code == BUTTON_NOTHING)
		return 0;

	SetTouch(NULL);
	m_hActivator = CBaseEntity::Instance(pevAttacker);

	if (m_hActivator == NULL)
		return 0;

	if (code == BUTTON_RETURN)
	{
		EMIT_SOUND(ENT(pev), CHAN_VOICE, STRING(pev->noise), VOL_NORM, ATTN_NORM);

		if (!(pev->spawnflags & SF_BUTTON_TOGGLE))
			SUB_UseTargets(m_hActivator, USE_TOGGLE, 0);

		ButtonReturn();
	}
	else
		ButtonActivate();

	return 0;
}
Esempio n. 7
0
//-----------------------------------------------------------------------------
// Purpose: We have been damaged. Possibly activate, depending on our flags.
// Input  : pInflictor - 
//			pAttacker - 
//			flDamage - 
//			bitsDamageType - 
// Output : 
//-----------------------------------------------------------------------------
int CBaseButton::OnTakeDamage( const CTakeDamageInfo &info )
{
	m_OnDamaged.FireOutput(m_hActivator, this);

	// dvsents2: remove obselete health keyvalue from func_button
	if (!HasSpawnFlags(SF_BUTTON_DAMAGE_ACTIVATES) && (m_iHealth == 0))
	{
		return(0);
	}

	BUTTON_CODE code = ButtonResponseToTouch();

	if ( code == BUTTON_NOTHING )
		return 0;

	m_hActivator = info.GetAttacker();

	// dvsents2: why would activator be NULL here?
	if ( m_hActivator == NULL )
		return 0;

	if (m_bLocked)
	{
		return(0);
	}

	// Temporarily disable the touch function, until movement is finished.
	SetTouch( NULL );

	if ( code == BUTTON_RETURN )
	{
		if ( m_sNoise != NULL_STRING )
		{
			CPASAttenuationFilter filter( this );

			EmitSound_t ep;
			ep.m_nChannel = CHAN_VOICE;
			ep.m_pSoundName = (char*)STRING(m_sNoise);
			ep.m_flVolume = 1;
			ep.m_SoundLevel = SNDLVL_NORM;

			EmitSound( filter, entindex(), ep );
		}

		m_OnPressed.FireOutput(m_hActivator, this);
		ButtonReturn();
	}
	else
	{
		// code == BUTTON_ACTIVATE
		m_OnPressed.FireOutput(m_hActivator, this);
		ButtonActivate( );
	}

	return 0;
}
Esempio n. 8
0
//-----------------------------------------------------------------------------
// Purpose: Touch function that activates the button if it responds to touch.
// Input  : pOther - The entity that touched us.
//-----------------------------------------------------------------------------
void CBaseButton::ButtonTouch( CBaseEntity *pOther )
{
	// Ignore touches by anything but players
	if ( !pOther->IsPlayer() )
		return;

	m_hActivator = pOther;

	BUTTON_CODE code = ButtonResponseToTouch();

	if ( code == BUTTON_NOTHING )
		return;

	if (!UTIL_IsMasterTriggered(m_sMaster, pOther) || m_bLocked)
	{
		// play button locked sound
		PlayLockSounds(this, &m_ls, TRUE, TRUE);
		return;
	}

	// Temporarily disable the touch function, until movement is finished.
	SetTouch( NULL );

	if ( code == BUTTON_RETURN )
	{
		if ( m_sNoise != NULL_STRING )
		{
			CPASAttenuationFilter filter( this );

			EmitSound_t ep;
			ep.m_nChannel = CHAN_VOICE;
			ep.m_pSoundName = (char*)STRING(m_sNoise);
			ep.m_flVolume = 1;
			ep.m_SoundLevel = SNDLVL_NORM;

			EmitSound( filter, entindex(), ep );
		}

		m_OnPressed.FireOutput(m_hActivator, this);
		ButtonReturn();
	}
	else
	{
		// code == BUTTON_ACTIVATE
		m_OnPressed.FireOutput(m_hActivator, this);
		ButtonActivate( );
	}
}