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https://github.com/alliedmodders/hl2sdk.git
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163 lines
5.4 KiB
C++
163 lines
5.4 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// A message forwarder. Fires an OnTrigger output when triggered, and can be
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// disabled to prevent forwarding outputs.
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//
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// Useful as an intermediary between one entity and another for turning on or
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// off an I/O connection, or as a container for holding a set of outputs that
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// can be triggered from multiple places.
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//
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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 "soundent.h"
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#include "logicrelay.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_REMOVE_ON_FIRE = 0x001; // Relay will remove itself after being triggered.
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const int SF_ALLOW_FAST_RETRIGGER = 0x002; // Unless set, relay will disable itself until the last output is sent.
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LINK_ENTITY_TO_CLASS(logic_relay, CLogicRelay);
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BEGIN_DATADESC( CLogicRelay )
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DEFINE_FIELD(m_bWaitForRefire, FIELD_BOOLEAN),
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DEFINE_KEYFIELD(m_bDisabled, FIELD_BOOLEAN, "StartDisabled"),
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// Inputs
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DEFINE_INPUTFUNC(FIELD_VOID, "Enable", InputEnable),
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DEFINE_INPUTFUNC(FIELD_VOID, "EnableRefire", InputEnableRefire),
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DEFINE_INPUTFUNC(FIELD_VOID, "Disable", InputDisable),
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DEFINE_INPUTFUNC(FIELD_VOID, "Toggle", InputToggle),
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DEFINE_INPUTFUNC(FIELD_VOID, "Trigger", InputTrigger),
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DEFINE_INPUTFUNC(FIELD_VOID, "CancelPending", InputCancelPending),
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// Outputs
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DEFINE_OUTPUT(m_OnTrigger, "OnTrigger"),
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DEFINE_OUTPUT(m_OnSpawn, "OnSpawn"),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose: Constructor.
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//-----------------------------------------------------------------------------
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CLogicRelay::CLogicRelay(void)
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{
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}
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//------------------------------------------------------------------------------
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// Kickstarts a think if we have OnSpawn connections.
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//------------------------------------------------------------------------------
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void CLogicRelay::Activate()
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{
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BaseClass::Activate();
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if ( m_OnSpawn.NumberOfElements() > 0)
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{
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SetNextThink( gpGlobals->curtime + 0.01 );
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}
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}
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//-----------------------------------------------------------------------------
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// If we have OnSpawn connections, this is called shortly after spawning to
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// fire the OnSpawn output.
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//-----------------------------------------------------------------------------
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void CLogicRelay::Think()
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{
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// Fire an output when we spawn. This is used for self-starting an entity
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// template -- since the logic_relay is inside the template, it gets all the
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// name and I/O connection fixup, so can target other entities in the template.
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m_OnSpawn.FireOutput( this, this );
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// We only get here if we had OnSpawn connections, so this is safe.
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if ( m_spawnflags & SF_REMOVE_ON_FIRE )
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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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// Purpose: Turns on the relay, allowing it to fire outputs.
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//------------------------------------------------------------------------------
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void CLogicRelay::InputEnable( inputdata_t &inputdata )
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{
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m_bDisabled = false;
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}
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//------------------------------------------------------------------------------
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// Purpose: Enables us to fire again. This input is only posted from our Trigger
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// function to prevent rapid refire.
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//------------------------------------------------------------------------------
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void CLogicRelay::InputEnableRefire( inputdata_t &inputdata )
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{
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m_bWaitForRefire = false;
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}
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//------------------------------------------------------------------------------
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// Purpose: Cancels any I/O events in the queue that were fired by us.
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//------------------------------------------------------------------------------
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void CLogicRelay::InputCancelPending( inputdata_t &inputdata )
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{
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g_EventQueue.CancelEvents( this );
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// Stop waiting; allow another Trigger.
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m_bWaitForRefire = false;
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}
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//------------------------------------------------------------------------------
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// Purpose: Turns off the relay, preventing it from firing outputs.
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//------------------------------------------------------------------------------
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void CLogicRelay::InputDisable( inputdata_t &inputdata )
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{
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m_bDisabled = true;
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}
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//------------------------------------------------------------------------------
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// Purpose: Toggles the enabled/disabled state of the relay.
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//------------------------------------------------------------------------------
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void CLogicRelay::InputToggle( inputdata_t &inputdata )
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{
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m_bDisabled = !m_bDisabled;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler that triggers the relay.
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//-----------------------------------------------------------------------------
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void CLogicRelay::InputTrigger( inputdata_t &inputdata )
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{
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if ((!m_bDisabled) && (!m_bWaitForRefire))
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{
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m_OnTrigger.FireOutput( inputdata.pActivator, this );
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if (m_spawnflags & SF_REMOVE_ON_FIRE)
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{
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UTIL_Remove(this);
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}
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else if (!(m_spawnflags & SF_ALLOW_FAST_RETRIGGER))
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{
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//
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// Disable the relay so that it cannot be refired until after the last output
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// has been fired and post an input to re-enable ourselves.
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//
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m_bWaitForRefire = true;
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g_EventQueue.AddEvent(this, "EnableRefire", m_OnTrigger.GetMaxDelay() + 0.001, this, this);
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}
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}
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}
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