hl2_src-leak-2017/src/game/server/weight_button.cpp

103 lines
2.8 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: 'Button' which activates after a specified amount of weight is touching it.
//
//=============================================================================//
#include "cbase.h"
class CWeightButton : public CBaseEntity
{
public:
DECLARE_DATADESC();
DECLARE_CLASS( CWeightButton, CBaseEntity );
void Spawn( void );
bool CreateVPhysics( void );
COutputEvent m_OnPressed; // After threshold weight has been reached
COutputEvent m_OnReleased; // After weight has been removed to go below weight threshold
float m_fStressToActivate; // Amount of weight required to activate
bool m_bHasBeenPressed; // Once the button has been pressed, fire one
// output until the weight is reduced below the threshold
void TriggerThink ( void );
};
LINK_ENTITY_TO_CLASS( func_weight_button, CWeightButton );
BEGIN_DATADESC( CWeightButton )
DEFINE_KEYFIELD( m_fStressToActivate, FIELD_FLOAT, "WeightToActivate" ),
DEFINE_FIELD( m_bHasBeenPressed, FIELD_BOOLEAN ),
DEFINE_OUTPUT( m_OnPressed, "OnPressed" ),
DEFINE_OUTPUT( m_OnReleased, "OnReleased" ),
DEFINE_THINKFUNC( TriggerThink ),
END_DATADESC()
void CWeightButton::Spawn()
{
BaseClass::Spawn();
// Convert movedir from angles to a vector
SetMoveType( MOVETYPE_VPHYSICS );
SetSolid( SOLID_VPHYSICS );
SetModel( STRING( GetModelName() ) );
CreateVPhysics();
SetThink( &CWeightButton::TriggerThink );
SetNextThink( gpGlobals->curtime + TICK_INTERVAL );
m_bHasBeenPressed = false;
}
//-----------------------------------------------------------------------------
// Purpose: Create VPhysics collision for this entity
//-----------------------------------------------------------------------------
bool CWeightButton::CreateVPhysics()
{
VPhysicsInitShadow( false, false );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Every second, check total stress and fire an output if we have reached
// our threshold. If the stress is relieved below our threshold, fire a different output.
//-----------------------------------------------------------------------------
void CWeightButton::TriggerThink( void )
{
vphysics_objectstress_t vpobj_StressOut;
IPhysicsObject* pMyPhysics = VPhysicsGetObject();
if ( !pMyPhysics )
{
SetNextThink( TICK_NEVER_THINK );
return;
}
float fStress = CalculateObjectStress( pMyPhysics, this, &vpobj_StressOut );
// fStress = vpobj_StressOut.receivedStress;
if ( fStress > m_fStressToActivate && !m_bHasBeenPressed )
{
m_OnPressed.FireOutput( this, this );
m_bHasBeenPressed = true;
}
else if ( fStress < m_fStressToActivate && m_bHasBeenPressed )
{
m_OnReleased.FireOutput( this, this );
m_bHasBeenPressed = false;
}
// think every tick
SetNextThink( gpGlobals->curtime + TICK_INTERVAL );
}