//----------------------------------------------------------------------------- // Here's where we deal with weapons, ladders, etc. //----------------------------------------------------------------------------- void CVehicleTeleportStation::OnItemPostFrame( CBaseTFPlayer *pDriver ) { // I can't do anything if I'm not active if ( !ShouldBeActive() ) return; if ( GetPassengerRole( pDriver ) != VEHICLE_DRIVER ) return; if ( !IsDeployed() && ( pDriver->m_afButtonPressed & IN_ATTACK ) ) { if ( ValidDeployPosition() ) { Deploy(); } } else if ( IsDeployed() && ( pDriver->m_afButtonPressed & IN_ATTACK ) ) { UnDeploy(); SetControlPanelsActive( false ); SetBodygroup( 1, true ); RemoveCornerSprites(); SetContextThink( NULL, 0, TELEPORT_STATION_THINK_CONTEXT ); } }
ModConfig::ModConfig() { mod_config = this; Load(); FindMods(); Deploy(); }
void ModConfig::Redeploy() { Undeploy(); Deploy(); Campaign::Close(); Campaign::Initialize(); Campaign::SelectCampaign("Single Missions"); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CVehicleSiegeTower::InternalDeploy( void ) { // Deploy if ( !Deploy() ) return; InputTurnOff( inputdata_t() ); // Create the ladder. Vector vecOrigin; QAngle vecAngle; GetAttachment( "ladder", vecOrigin, vecAngle ); CreateLadder( vecOrigin, vecAngle ); }
/** * * Decodes a package from a file, extracts its payload, * expands the payload into a temporary directory, and then executes * the command specified in the package. * * @param [IN] file The package file * @returns DEPLOYPKG_STATUS_SUCCESS on success * DEPLOYPKG_STATUS_CLOUD_INIT_DELEGATED if customization task is * delegated to cloud-init. * DEPLOYPKG_STATUS_ERROR on error * **/ DeployPkgStatus DeployPkg_DeployPackageFromFileEx(const char* file) { DeployPkgStatus retStatus; sLog(log_info, "Initializing deployment module. \n"); Init(); sLog(log_info, "Deploying cabinet file %s. \n", file); retStatus = Deploy(file); if (retStatus != DEPLOYPKG_STATUS_SUCCESS && retStatus != DEPLOYPKG_STATUS_CLOUD_INIT_DELEGATED) { sLog(log_error, "Deploy error: %s \n", GetDeployError()); } free(gDeployError); gDeployError = NULL; return retStatus; }
bool CVehicleMortar::ClientCommand( CBaseTFPlayer *pPlayer, const char *pCmd, ICommandArguments *pArg ) { ResetDeteriorationTime(); if ( !Q_stricmp( pCmd, "Deploy" ) ) { Deploy(); return true; } else if ( !Q_stricmp( pCmd, "Undeploy" ) ) { UnDeploy(); } else if ( !Q_stricmp( pCmd, "CancelDeploy" ) ) { CancelDeploy(); return true; } else if ( !Q_stricmp( pCmd, "FireMortar" ) ) { if ( pArg->Argc() == 3 ) { FireMortar( atof( pArg->Argv(1) ), atof( pArg->Argv(2) ), false, false ); } return true; } else if ( !Q_stricmp( pCmd, "MortarYaw" ) ) { if ( pArg->Argc() == 2 ) { m_flMortarYaw = atof( pArg->Argv(1) ); } return true; } return BaseClass::ClientCommand( pPlayer, pCmd, pArg ); }
int DynamicContextMenu::Deploy(LWPanel &panel, int select) { return Deploy(panel.GetID(), select); }
//----------------------------------------------------------------------------- // Purpose: Spawn the entity //----------------------------------------------------------------------------- void CNPC_CombineCamera::Spawn() { Precache(); SetModel(COMBINE_CAMERA_MODEL); m_pEyeFlash = CSprite::SpriteCreate(COMBINE_CAMERA_FLASH_SPRITE, GetLocalOrigin(), FALSE); m_pEyeFlash->SetTransparency(kRenderGlow, 255, 255, 255, 0, kRenderFxNoDissipation); m_pEyeFlash->SetAttachment(this, 2); m_pEyeFlash->SetBrightness(0); m_pEyeFlash->SetScale(1.0); BaseClass::Spawn(); m_HackedGunPos = Vector(0, 0, 12.75); SetViewOffset(EyeOffset(ACT_IDLE)); m_flFieldOfView = CAMERA_FOV_WIDE; m_takedamage = DAMAGE_YES; m_iHealth = 50; m_bloodColor = BLOOD_COLOR_MECH; SetSolid(SOLID_BBOX); AddSolidFlags(FSOLID_NOT_STANDABLE); SetHeight(COMBINE_CAMERA_RETRACT_HEIGHT); AddFlag(FL_AIMTARGET); SetPoseParameter(COMBINE_CAMERA_BC_YAW, 0); SetPoseParameter(COMBINE_CAMERA_BC_PITCH, 0); m_iAmmoType = GetAmmoDef()->Index("Pistol"); // Create our eye sprite m_pEyeGlow = CSprite::SpriteCreate(COMBINE_CAMERA_GLOW_SPRITE, GetLocalOrigin(), false); m_pEyeGlow->SetTransparency(kRenderWorldGlow, 255, 0, 0, 128, kRenderFxNoDissipation); m_pEyeGlow->SetAttachment(this, 2); // Set our enabled state m_bEnabled = ((m_spawnflags & SF_COMBINE_CAMERA_STARTINACTIVE) == false); // Make sure the radii are sane. if (m_nOuterRadius <= 0) { m_nOuterRadius = 300; } if (m_nInnerRadius <= 0) { m_nInnerRadius = 450; } if (m_nOuterRadius < m_nInnerRadius) { swap(m_nOuterRadius, m_nInnerRadius); } // Do we start active? if (m_bEnabled) { Deploy(); } else { SetEyeState(CAMERA_EYE_DISABLED); } //Adrian: No shadows on these guys. AddEffects( EF_NOSHADOW ); // Stagger our starting times SetNextThink( gpGlobals->curtime + random->RandomFloat(0.1f, 0.3f) ); // Don't allow us to skip animation setup because our attachments are critical to us! SetBoneCacheFlags( BCF_NO_ANIMATION_SKIP ); }
void CWeapon_Manhack::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); switch( pEvent->event ) { case EVENT_WEAPON_SEQUENCE_FINISHED: m_bIsDrawing = false; m_bIsDoingShit = false; m_bIsDoingShitToo = false; if (m_bRedraw) { m_bRedraw=false; Deploy(); } break; case EVENT_WEAPON_THROW: if (CPropVehicleManhack::GetManhackVehicle()!=NULL) { if (m_bHasFreeSlot) { if (CreateControllableNPCManhack( pOwner)) { DecrementAmmo( pOwner ); EnableManhackSubModel(false); m_bRedraw=true; CBasePlayer *pPlayer = ToBasePlayer( pOwner ); if ( pPlayer != NULL && m_iManhackHintTimeShown < 2) { if (GlobalEntity_GetState("manhacks_not_controllable") == GLOBAL_ON ) UTIL_HudHintText( pPlayer, "#HLSS_Hint_ManhackSend" ); else UTIL_HudHintText( pPlayer, "#HLSS_Hint_ManhackControl" ); m_iManhackHintTimeShown++; } // fSpawnedManhack = true; } } } else if (CreateControllableVehicleManhack( pOwner)) { DecrementAmmo( pOwner ); EnableManhackSubModel(false); m_bRedraw=true; // fSpawnedManhack = true; //CBasePlayer *pPlayer = ToBasePlayer( pOwner ); if ( pOwner != NULL && m_iManhackHintTimeShown <2) { if (GlobalEntity_GetState("manhacks_not_controllable") == GLOBAL_ON ) UTIL_HudHintText( pOwner, "#HLSS_Hint_ManhackSend" ); else UTIL_HudHintText( pOwner, "#HLSS_Hint_ManhackControl" ); m_iManhackHintTimeShown++; } } m_bToggleCallback = true; if (!m_bHoldingSpawn) { m_bSpawnSomeMore = false; m_bIsDoingController = true; } else { m_bSpawnSomeMore = true; m_bIsDoingController = false; m_bRedraw = true; } break; case EVENT_WEAPON_THROW2: if ( pOwner != NULL && pOwner->GetFlags() & FL_ONGROUND ) { if (CPropVehicleManhack::GetManhackVehicle() != NULL) { if (GlobalEntity_GetState("manhacks_not_controllable") == GLOBAL_OFF) { m_bShouldShowPanel = false; DriveControllableManhack(); } else { if (m_bToggleCallback) { TellManhacksToGoThere(); m_bToggleCallback = false; } else { CallManhacksBack(); m_bToggleCallback = true; } } } else { //TERO: Lets do an error sound } } break; case EVENT_WEAPON_THROW3: if (m_bToggleCallback) { TellManhacksToGoThere(); m_bToggleCallback = false; } else { CallManhacksBack(); m_bToggleCallback = true; } break; default: BaseClass::Operator_HandleAnimEvent( pEvent, pOperator ); break; } #define RETHROW_DELAY 0.5 /* if( fSpawnedManhack ) { m_flNextPrimaryAttack = gpGlobals->curtime + RETHROW_DELAY; m_flNextSecondaryAttack = gpGlobals->curtime + RETHROW_DELAY; m_flTimeWeaponIdle = FLT_MAX; //NOTE: This is set once the animation has finished up! } */ }