?? trigger.h
字號:
void Push( Event *ev );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline EXPORT_FROM_DLL void TriggerPushAny::Archive
(
Archiver &arc
)
{
Trigger::Archive( arc );
arc.WriteFloat( speed );
arc.WriteVector( pushvelocity );
}
inline EXPORT_FROM_DLL void TriggerPushAny::Unarchive
(
Archiver &arc
)
{
Trigger::Unarchive( arc );
arc.ReadFloat( &speed );
arc.ReadVector( &pushvelocity );
}
class EXPORT_FROM_DLL TriggerPlaySound : public Trigger
{
protected:
int state;
float attenuation;
float volume;
int channel;
qboolean ambient;
float fadetime;
float timeofs;
float pitch;
public:
CLASS_PROTOTYPE( TriggerPlaySound );
TriggerPlaySound();
void ToggleSound( Event *ev );
void SetVolume( Event *ev );
void SetAttenuation( Event *ev );
void SetChannel( Event *ev );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline EXPORT_FROM_DLL void TriggerPlaySound::Archive
(
Archiver &arc
)
{
Trigger::Archive( arc );
arc.WriteInteger( state );
arc.WriteFloat( attenuation );
arc.WriteFloat( volume );
arc.WriteInteger( channel );
arc.WriteBoolean( ambient );
arc.WriteFloat( fadetime );
arc.WriteFloat( timeofs );
arc.WriteFloat( pitch );
}
inline EXPORT_FROM_DLL void TriggerPlaySound::Unarchive
(
Archiver &arc
)
{
Trigger::Unarchive( arc );
arc.ReadInteger( &state );
arc.ReadFloat( &attenuation );
arc.ReadFloat( &volume );
arc.ReadInteger( &channel );
arc.ReadBoolean( &ambient );
arc.ReadFloat( &fadetime );
arc.ReadFloat( &timeofs );
arc.ReadFloat( &pitch );
//
// see if its a toggle sound, if it is, lets start its sound again
//
if ( spawnflags & 128 )
{
//
// invert state so that final state will be right
//
state = !state;
ToggleSound( NULL );
}
}
class EXPORT_FROM_DLL TriggerSpeaker : public TriggerPlaySound
{
public:
CLASS_PROTOTYPE( TriggerSpeaker );
TriggerSpeaker();
};
class EXPORT_FROM_DLL RandomSpeaker : public TriggerSpeaker
{
protected:
float mindelay;
float maxdelay;
public:
CLASS_PROTOTYPE( RandomSpeaker );
RandomSpeaker();
void TriggerSound( Event *ev );
void ScheduleSound( void );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline EXPORT_FROM_DLL void RandomSpeaker::Archive
(
Archiver &arc
)
{
TriggerSpeaker::Archive( arc );
arc.WriteFloat( mindelay );
arc.WriteFloat( maxdelay );
}
inline EXPORT_FROM_DLL void RandomSpeaker::Unarchive
(
Archiver &arc
)
{
TriggerSpeaker::Unarchive( arc );
arc.ReadFloat( &mindelay );
arc.ReadFloat( &maxdelay );
}
class EXPORT_FROM_DLL TriggerChangeLevel : public Trigger
{
protected:
str map;
str spawnspot;
str changethread;
public:
CLASS_PROTOTYPE( TriggerChangeLevel );
TriggerChangeLevel();
void ChangeLevel( Event *ev );
const char *Map( void );
const char *SpawnSpot( void );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline EXPORT_FROM_DLL void TriggerChangeLevel::Archive
(
Archiver &arc
)
{
Trigger::Archive( arc );
arc.WriteString( map );
arc.WriteString( spawnspot );
arc.WriteString( changethread );
}
inline EXPORT_FROM_DLL void TriggerChangeLevel::Unarchive
(
Archiver &arc
)
{
Trigger::Unarchive( arc );
arc.ReadString( &map );
arc.ReadString( &spawnspot );
arc.ReadString( &changethread );
}
class EXPORT_FROM_DLL TriggerExit : public Trigger
{
public:
CLASS_PROTOTYPE( TriggerExit );
TriggerExit();
void DisplayExitSign( Event *ev );
};
class EXPORT_FROM_DLL TriggerUse : public Trigger
{
public:
CLASS_PROTOTYPE( TriggerUse );
TriggerUse();
};
class EXPORT_FROM_DLL TriggerUseOnce : public TriggerUse
{
public:
CLASS_PROTOTYPE( TriggerUseOnce );
TriggerUseOnce();
};
class EXPORT_FROM_DLL TriggerHurt : public TriggerUse
{
protected:
float damage;
void Hurt( Event *ev );
void SetDamage( Event *ev );
public:
CLASS_PROTOTYPE( TriggerHurt );
TriggerHurt();
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline EXPORT_FROM_DLL void TriggerHurt::Archive
(
Archiver &arc
)
{
Trigger::Archive( arc );
arc.WriteFloat( damage );
}
inline EXPORT_FROM_DLL void TriggerHurt::Unarchive
(
Archiver &arc
)
{
Trigger::Unarchive( arc );
arc.ReadFloat( &damage );
}
class EXPORT_FROM_DLL TriggerDamageTargets : public Trigger
{
protected:
float damage;
void DamageTargets( Event *ev );
public:
CLASS_PROTOTYPE( TriggerDamageTargets );
TriggerDamageTargets();
void PassDamage( Event *ev );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline EXPORT_FROM_DLL void TriggerDamageTargets::Archive
(
Archiver &arc
)
{
Trigger::Archive( arc );
arc.WriteFloat( damage );
}
inline EXPORT_FROM_DLL void TriggerDamageTargets::Unarchive
(
Archiver &arc
)
{
Trigger::Unarchive( arc );
arc.ReadFloat( &damage );
}
class EXPORT_FROM_DLL TriggerFixedDamageTargets : public TriggerDamageTargets
{
public:
CLASS_PROTOTYPE( TriggerFixedDamageTargets );
};
class EXPORT_FROM_DLL TriggerParticles : public Trigger
{
protected:
Vector dir;
int particlestyle;
int count;
public:
CLASS_PROTOTYPE( TriggerParticles );
TriggerParticles();
void SpawnParticles( Event *ev );
void SetDirection( Event *ev );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline EXPORT_FROM_DLL void TriggerParticles::Archive
(
Archiver &arc
)
{
Trigger::Archive( arc );
arc.WriteVector( dir );
arc.WriteInteger( particlestyle );
arc.WriteInteger( count );
}
inline EXPORT_FROM_DLL void TriggerParticles::Unarchive
(
Archiver &arc
)
{
Trigger::Unarchive( arc );
arc.ReadVector( &dir );
arc.ReadInteger( &particlestyle );
arc.ReadInteger( &count );
}
class EXPORT_FROM_DLL RandomTriggerParticles : public TriggerParticles
{
protected:
int state;
float mindelay;
float maxdelay;
void ScheduleParticles( void );
void RandomParticles( Event * ev );
void ToggleParticles( Event * ev );
public:
CLASS_PROTOTYPE( RandomTriggerParticles );
RandomTriggerParticles();
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline EXPORT_FROM_DLL void RandomTriggerParticles::Archive
(
Archiver &arc
)
{
TriggerParticles::Archive( arc );
arc.WriteInteger( state );
arc.WriteFloat( mindelay );
arc.WriteFloat( maxdelay );
}
inline EXPORT_FROM_DLL void RandomTriggerParticles::Unarchive
(
Archiver &arc
)
{
TriggerParticles::Unarchive( arc );
arc.ReadInteger( &state );
arc.ReadFloat( &mindelay );
arc.ReadFloat( &maxdelay );
}
class EXPORT_FROM_DLL TriggerThread : public Trigger
{
public:
CLASS_PROTOTYPE( TriggerThread );
TriggerThread();
};
class EXPORT_FROM_DLL TriggerCameraUse : public TriggerUse
{
public:
CLASS_PROTOTYPE( TriggerCameraUse );
void TriggerCamera( Event * ev );
};
class EXPORT_FROM_DLL TriggerMutate : public TriggerUse
{
protected:
void Mutate( Event *ev );
public:
CLASS_PROTOTYPE( TriggerMutate );
TriggerMutate();
};
class EXPORT_FROM_DLL TriggerBox : public Trigger
{
public:
CLASS_PROTOTYPE( TriggerBox );
TriggerBox();
};
#endif /* trigger.h */
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