void CBaseDelay :: SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, float value )
{
	//
	// exit immediatly if we don't have a target or kill target
	//
	if (FStringNull(pev->target) && !m_iszKillTarget)
		return;

	//
	// check for a delay
	//
	if (m_flDelay != 0)
	{
		// create a temp object to fire at a later time
		CBaseDelay *pTemp = GetClassPtr( (CBaseDelay *)NULL);
		pTemp->pev->classname = MAKE_STRING("DelayedUse");

		pTemp->SetNextThink( m_flDelay );

		pTemp->SetThink(&CBaseDelay:: DelayThink );
		
		// Save the useType
		pTemp->pev->button = (int)useType;
		pTemp->m_iszKillTarget = m_iszKillTarget;
		pTemp->m_flDelay = 0; // prevent "recursion"
		pTemp->pev->target = pev->target;

		//LRC - Valve had a hacked thing here to avoid breaking
		// save/restore. In Spirit that's not a problem.
		// I've moved m_hActivator into this class, for the "elegant" fix.
		pTemp->m_hActivator = pActivator;

		return;
	}

	//
	// kill the killtargets
	//

	if ( m_iszKillTarget )
	{
		edict_t *pentKillTarget = NULL;

		ALERT( at_aiconsole, "KillTarget: %s\n", STRING(m_iszKillTarget) );
		//LRC- now just USE_KILLs its killtarget, for consistency.
		FireTargets( STRING(m_iszKillTarget), pActivator, this, USE_KILL, 0);
	}
	
	//
	// fire targets
	//
	if (!FStringNull(pev->target))
	{
		FireTargets( STRING(pev->target), pActivator, this, useType, value );
	}
}
Пример #2
0
void CBaseDelay::SUB_UseTargets(CBaseEntity *pActivator, USE_TYPE useType, float value)
{
	if (FStringNull(pev->target) && !m_iszKillTarget)
		return;

	if (m_flDelay != 0)
	{
		CBaseDelay *pTemp = GetClassPtr((CBaseDelay *)NULL);

		if (pTemp->pev->classname)
			RemoveEntityHashValue(pTemp->pev, STRING(pTemp->pev->classname), CLASSNAME);

		pTemp->pev->classname = MAKE_STRING("DelayedUse");
		AddEntityHashValue(pTemp->pev, STRING(pTemp->pev->classname), CLASSNAME);

		pTemp->pev->nextthink = gpGlobals->time + m_flDelay;
		pTemp->SetThink(&CBaseDelay::DelayThink);
		pTemp->pev->button = (int)useType;
		pTemp->m_iszKillTarget = m_iszKillTarget;
		pTemp->m_flDelay = 0;
		pTemp->pev->target = pev->target;

		if (pActivator && pActivator->IsPlayer())
			pTemp->pev->owner = pActivator->edict();
		else
			pTemp->pev->owner = NULL;

		return;
	}

	if (m_iszKillTarget)
	{
		ALERT(at_aiconsole, "KillTarget: %s\n", STRING(m_iszKillTarget));
		edict_t *pentKillTarget = FIND_ENTITY_BY_TARGETNAME(NULL, STRING(m_iszKillTarget));

		while (!FNullEnt(pentKillTarget))
		{
			UTIL_Remove(CBaseEntity::Instance(pentKillTarget));
			ALERT(at_aiconsole, "killing %s\n", STRING(pentKillTarget->v.classname));
			pentKillTarget = FIND_ENTITY_BY_TARGETNAME(pentKillTarget, STRING(m_iszKillTarget));
		}
	}

	if (!FStringNull(pev->target))
		FireTargets(STRING(pev->target), pActivator, this, useType, value);
}
Пример #3
0
void CBaseDelay :: SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, float value )
{
	//
	// exit immediatly if we don't have a target or kill target or message
	//
	if (FStringNull(pev->target) && FStringNull(m_iszKillTarget) && FStringNull(pev->message))
		return;

	//
	// check for a delay
	//
	if (m_flDelay != 0)
	{
		// create a temp object to fire at a later time
		CBaseDelay *pTemp = GetClassPtr( (CBaseDelay *)NULL);
		pTemp->pev->classname = MAKE_STRING("DelayedUse");

		pTemp->pev->nextthink = gpGlobals->time + m_flDelay;

		pTemp->SetThink( &CBaseDelay::DelayThink );
		
		// Save the useType
		pTemp->pev->button = (int)useType;
		pTemp->m_iszKillTarget = m_iszKillTarget;
		pTemp->m_flDelay = 0; // prevent "recursion"
		pTemp->pev->target = pev->target;
		pTemp->m_hActivator = pActivator;

		return;
	}

	//
	// print the message
	//
	if (pActivator->IsPlayer() && !FStringNull( pev->message ))
	{
		CenterPrint( pActivator->pev, STRING( pev->message ));

		if(FStringNull( pev->noise ))
			EMIT_SOUND(ENT(pActivator->pev), CHAN_VOICE, "misc/talk.wav", 1, ATTN_NORM);
	}

	//
	// kill the killtargets
	//
	if ( m_iszKillTarget )
	{
		edict_t *pentKillTarget = NULL;

		ALERT( at_aiconsole, "KillTarget: %s\n", STRING(m_iszKillTarget) );
		pentKillTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING(m_iszKillTarget) );
		while ( !FNullEnt(pentKillTarget) )
		{
			UTIL_Remove( CBaseEntity::Instance(pentKillTarget) );

			ALERT( at_aiconsole, "killing %s\n", STRING( pentKillTarget->v.classname ) );
			pentKillTarget = FIND_ENTITY_BY_TARGETNAME( pentKillTarget, STRING(m_iszKillTarget) );
		}
	}
	
	//
	// fire targets
	//
	if (!FStringNull(pev->target))
	{
		FireTargets( STRING(pev->target), pActivator, this, useType, value );
	}
}
Пример #4
0
void CBaseDelay :: SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, float value )
{
	//
	// exit immediatly if we don't have a target or kill target
	//
	if (FStringNull(pev->target) && !m_iszKillTarget)
		return;

	//
	// check for a delay
	//
	if (m_flDelay != 0)
	{
		// create a temp object to fire at a later time
		CBaseDelay *pTemp = GetClassPtr( (CBaseDelay *)NULL);
		pTemp->pev->classname = MAKE_STRING("DelayedUse");

		pTemp->pev->nextthink = gpGlobals->time + m_flDelay;

		pTemp->SetThink( &CBaseDelay::DelayThink );
		
		// Save the useType
		pTemp->pev->button = (int)useType;
		pTemp->m_iszKillTarget = m_iszKillTarget;
		pTemp->m_flDelay = 0; // prevent "recursion"
		pTemp->pev->target = pev->target;

		// HACKHACK
		// This wasn't in the release build of Half-Life.  We should have moved m_hActivator into this class
		// but changing member variable hierarchy would break save/restore without some ugly code.
		// This code is not as ugly as that code
		if ( pActivator && pActivator->IsPlayer() )		// If a player activates, then save it
		{
			pTemp->pev->owner = pActivator->edict();
		}
		else
		{
			pTemp->pev->owner = NULL;
		}

		return;
	}

	//
	// kill the killtargets
	//

	if ( m_iszKillTarget )
	{
		edict_t *pentKillTarget = NULL;

		ALERT( at_aiconsole, "KillTarget: %s\n", STRING(m_iszKillTarget) );
		pentKillTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING(m_iszKillTarget) );
		while ( !FNullEnt(pentKillTarget) )
		{
			UTIL_Remove( CBaseEntity::Instance(pentKillTarget) );

			ALERT( at_aiconsole, "killing %s\n", STRING( pentKillTarget->v.classname ) );
			pentKillTarget = FIND_ENTITY_BY_TARGETNAME( pentKillTarget, STRING(m_iszKillTarget) );
		}
	}
	
	//
	// fire targets
	//
	if (!FStringNull(pev->target))
	{
		FireTargets( STRING(pev->target), pActivator, this, useType, value );
	}
}