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