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127 lines
3.2 KiB
127 lines
3.2 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Fires an output when the map spawns (or respawns if not set to |
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// only fire once). It can be set to check a global state before firing. |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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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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#include "mathlib/mathlib.h" |
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#include "globalstate.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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const int SF_AUTO_FIREONCE = 0x01; |
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const int SF_AUTO_FIREONRELOAD = 0x02; |
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class CLogicAuto : public CBaseEntity |
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{ |
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public: |
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DECLARE_CLASS( CLogicAuto, CBaseEntity ); |
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void Activate(void); |
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void Think(void); |
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int ObjectCaps(void) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } |
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DECLARE_DATADESC(); |
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private: |
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// fired no matter why the map loaded |
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COutputEvent m_OnMapSpawn; |
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// fired for specified types of map loads |
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COutputEvent m_OnNewGame; |
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COutputEvent m_OnLoadGame; |
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COutputEvent m_OnMapTransition; |
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COutputEvent m_OnBackgroundMap; |
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COutputEvent m_OnMultiNewMap; |
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COutputEvent m_OnMultiNewRound; |
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string_t m_globalstate; |
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}; |
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LINK_ENTITY_TO_CLASS(logic_auto, CLogicAuto); |
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BEGIN_DATADESC( CLogicAuto ) |
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DEFINE_KEYFIELD(m_globalstate, FIELD_STRING, "globalstate"), |
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// Outputs |
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DEFINE_OUTPUT(m_OnMapSpawn, "OnMapSpawn"), |
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DEFINE_OUTPUT(m_OnNewGame, "OnNewGame"), |
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DEFINE_OUTPUT(m_OnLoadGame, "OnLoadGame"), |
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DEFINE_OUTPUT(m_OnMapTransition, "OnMapTransition"), |
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DEFINE_OUTPUT(m_OnBackgroundMap, "OnBackgroundMap"), |
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DEFINE_OUTPUT(m_OnMultiNewMap, "OnMultiNewMap" ), |
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DEFINE_OUTPUT(m_OnMultiNewRound, "OnMultiNewRound" ), |
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END_DATADESC() |
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//------------------------------------------------------------------------------ |
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// Purpose : Fire my outputs here if I fire on map reload |
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//------------------------------------------------------------------------------ |
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void CLogicAuto::Activate(void) |
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{ |
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BaseClass::Activate(); |
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SetNextThink( gpGlobals->curtime + 0.2 ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Called shortly after level spawn. Checks the global state and fires |
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// targets if the global state is set or if there is not global state |
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// to check. |
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//----------------------------------------------------------------------------- |
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void CLogicAuto::Think(void) |
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{ |
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if (!m_globalstate || GlobalEntity_GetState(m_globalstate) == GLOBAL_ON) |
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{ |
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if (gpGlobals->eLoadType == MapLoad_Transition) |
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{ |
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m_OnMapTransition.FireOutput(NULL, this); |
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} |
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else if (gpGlobals->eLoadType == MapLoad_NewGame) |
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{ |
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m_OnNewGame.FireOutput(NULL, this); |
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} |
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else if (gpGlobals->eLoadType == MapLoad_LoadGame) |
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{ |
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m_OnLoadGame.FireOutput(NULL, this); |
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} |
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else if (gpGlobals->eLoadType == MapLoad_Background) |
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{ |
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m_OnBackgroundMap.FireOutput(NULL, this); |
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} |
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m_OnMapSpawn.FireOutput(NULL, this); |
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if ( g_pGameRules->IsMultiplayer() ) |
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{ |
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// In multiplayer, fire the new map / round events. |
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if ( g_pGameRules->InRoundRestart() ) |
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{ |
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m_OnMultiNewRound.FireOutput(NULL, this); |
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} |
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else |
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{ |
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m_OnMultiNewMap.FireOutput(NULL, this); |
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} |
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} |
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if (m_spawnflags & SF_AUTO_FIREONCE) |
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{ |
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UTIL_Remove(this); |
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} |
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} |
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} |
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