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game/server/weight_button.cpp
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102
game/server/weight_button.cpp
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//========= Copyright 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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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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