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106 lines
2.9 KiB
106 lines
2.9 KiB
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: 'Button' which activates after a specified amount of weight is touching it. |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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// NOTE: This has to be the last file included! |
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#include "tier0/memdbgon.h" |
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class CWeightButton : public CBaseEntity |
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{ |
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public: |
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DECLARE_DATADESC(); |
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DECLARE_CLASS( CWeightButton, CBaseEntity ); |
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void Spawn( void ); |
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bool CreateVPhysics( void ); |
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COutputEvent m_OnPressed; // After threshold weight has been reached |
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COutputEvent m_OnReleased; // After weight has been removed to go below weight threshold |
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float m_fStressToActivate; // Amount of weight required to activate |
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bool m_bHasBeenPressed; // Once the button has been pressed, fire one |
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// output until the weight is reduced below the threshold |
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void TriggerThink ( void ); |
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}; |
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LINK_ENTITY_TO_CLASS( func_weight_button, CWeightButton ); |
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BEGIN_DATADESC( CWeightButton ) |
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DEFINE_KEYFIELD( m_fStressToActivate, FIELD_FLOAT, "WeightToActivate" ), |
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DEFINE_FIELD( m_bHasBeenPressed, FIELD_BOOLEAN ), |
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DEFINE_OUTPUT( m_OnPressed, "OnPressed" ), |
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DEFINE_OUTPUT( m_OnReleased, "OnReleased" ), |
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DEFINE_THINKFUNC( TriggerThink ), |
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END_DATADESC() |
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void CWeightButton::Spawn() |
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{ |
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BaseClass::Spawn(); |
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// Convert movedir from angles to a vector |
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SetMoveType( MOVETYPE_VPHYSICS ); |
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SetSolid( SOLID_VPHYSICS ); |
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SetModel( STRING( GetModelName() ) ); |
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CreateVPhysics(); |
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SetThink( &CWeightButton::TriggerThink ); |
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SetNextThink( gpGlobals->curtime + TICK_INTERVAL ); |
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m_bHasBeenPressed = false; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Create VPhysics collision for this entity |
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//----------------------------------------------------------------------------- |
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bool CWeightButton::CreateVPhysics() |
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{ |
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VPhysicsInitShadow( false, false ); |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Every second, check total stress and fire an output if we have reached |
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// our threshold. If the stress is relieved below our threshold, fire a different output. |
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//----------------------------------------------------------------------------- |
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void CWeightButton::TriggerThink( void ) |
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{ |
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vphysics_objectstress_t vpobj_StressOut; |
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IPhysicsObject* pMyPhysics = VPhysicsGetObject(); |
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if ( !pMyPhysics ) |
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{ |
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SetNextThink( TICK_NEVER_THINK ); |
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return; |
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} |
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float fStress = CalculateObjectStress( pMyPhysics, this, &vpobj_StressOut ); |
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// fStress = vpobj_StressOut.receivedStress; |
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if ( fStress > m_fStressToActivate && !m_bHasBeenPressed ) |
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{ |
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m_OnPressed.FireOutput( this, this ); |
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m_bHasBeenPressed = true; |
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} |
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else if ( fStress < m_fStressToActivate && m_bHasBeenPressed ) |
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{ |
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m_OnReleased.FireOutput( this, this ); |
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m_bHasBeenPressed = false; |
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} |
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// think every tick |
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SetNextThink( gpGlobals->curtime + TICK_INTERVAL ); |
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}
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