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52 lines
1.3 KiB
C
52 lines
1.3 KiB
C
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#ifndef LOGICRANDOMOUTPUTS_H
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#define LOGICRANDOMOUTPUTS_H
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#include "cbase.h"
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#include "entityinput.h"
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#include "entityoutput.h"
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#include "eventqueue.h"
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#define NUM_RANDOM_OUTPUTS 8
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class CLogicRandomOutputs : public CLogicalEntity
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{
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public:
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DECLARE_CLASS( CLogicRandomOutputs, CLogicalEntity );
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CLogicRandomOutputs();
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void Activate();
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void Think();
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virtual bool KeyValue( const char *szKeyName, const char *szValue );
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// Input handlers
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void InputEnable( inputdata_t &inputdata );
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void InputEnableRefire( inputdata_t &inputdata ); // Private input handler, not in FGD
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void InputDisable( inputdata_t &inputdata );
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void InputToggle( inputdata_t &inputdata );
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void InputTrigger( inputdata_t &inputdata );
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void InputCancelPending( inputdata_t &inputdata );
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DECLARE_DATADESC();
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// Outputs
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COutputEvent m_Output[ NUM_RANDOM_OUTPUTS ];
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COutputEvent m_OnSpawn;
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float m_flOnTriggerChance[ NUM_RANDOM_OUTPUTS ];
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private:
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bool m_bDisabled;
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bool m_bWaitForRefire; // Set to disallow a refire while we are waiting for our outputs to finish firing.
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};
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#endif //LOGICRANDOMOUTPUTS_H
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