FF Diff Viewer

Comparing 2006 Base SDK to Fortress Forever 2.46

dlls/triggers.h

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SF_TRIGGER_ONLY_PLAYER_ALLY_NPCS = 0x10, // *if* NPCs can fire this trigger, this flag means only player allies do so SF_TRIGGER_ONLY_CLIENTS_IN_VEHICLES = 0x20, // *if* Players can fire this trigger, this flag means only players inside vehicles can SF_TRIGGER_ALLOW_ALL = 0x40, // Everything can fire this trigger SF_TRIGGER_ONLY_CLIENTS_OUT_OF_VEHICLES = 0x200, // *if* Players can fire this trigger, this flag means only players outside vehicles can SF_TRIG_PUSH_ONCE = 0x80, // trigger_push removes itself after firing once SF_TRIG_PUSH_AFFECT_PLAYER_ON_LADDER = 0x100, // if pushed object is player on a ladder, then this disengages them from the ladder (HL2only) SF_TRIG_TOUCH_DEBRIS = 0x400, // Will touch physics debris objects }; // DVS TODO: get rid of CBaseToggle
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SF_TRIGGER_ONLY_PLAYER_ALLY_NPCS = 0x10, // *if* NPCs can fire this trigger, this flag means only player allies do so SF_TRIGGER_ONLY_CLIENTS_IN_VEHICLES = 0x20, // *if* Players can fire this trigger, this flag means only players inside vehicles can SF_TRIGGER_ALLOW_ALL = 0x40, // Everything can fire this trigger SF_TRIG_PUSH_ONCE = 0x80, // trigger_push removes itself after firing once SF_TRIG_PUSH_AFFECT_PLAYER_ON_LADDER = 0x100, // if pushed object is player on a ladder, then this disengages them from the ladder (HL2only) SF_TRIGGER_ONLY_CLIENTS_OUT_OF_VEHICLES = 0x200, // *if* Players can fire this trigger, this flag means only players outside vehicles can SF_TRIG_TOUCH_DEBRIS = 0x400, // Will touch physics debris objects // New FF stuff. Be careful not to add too many or we'll run out of bits // Also, there's already a #define SF_VPHYSICS_MOTION_MOVEABLE 0x1000 ... and also 0x800 is skipped; possibly reserved? SF_TRIGGER_ALLOW_FF_GRENADES = 0x2000, // Allow grenades SF_TRIGGER_ALLOW_FF_BUILDABLES = 0x4000, // Allow buildables //SF_TRIGGER_ALLOW_FF_INFOSCRIPTS = 0x8000, // info_ff_scripts }; // DVS TODO: get rid of CBaseToggle
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CHandle m_hFilter; }; #endif // TRIGGERS_H
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CHandle m_hFilter; }; // ################################################################################## // >> func_ff_script // ################################################################################## class CFuncFFScript : public CTriggerMultiple { DECLARE_CLASS( CFuncFFScript, CTriggerMultiple ); // Goal States: enum { GS_INACTIVE = 0, GS_ACTIVE = 1, GS_REMOVED = -1 }; public: CFuncFFScript() ; virtual bool IsActive( void ) const { return m_iGoalState == GS_ACTIVE; } virtual bool IsInactive( void ) const { return m_iGoalState == GS_INACTIVE; } virtual bool IsRemoved( void ) const { return m_iGoalState == GS_REMOVED; } virtual void Spawn( void ); virtual int UpdateTransmitState( void ); void SetBotGoalInfo(int _type, int _team); virtual void LuaRestore( void ) { SetRestored(); SetInactive(); Enable(); } virtual void LuaRemove( void ) { SetRemoved(); Disable(); } virtual void LuaSetLocation(); virtual Class_T Classify( void ) { return CLASS_TRIGGERSCRIPT; } virtual void SetActive( void ); virtual void SetInactive( void ); virtual void SetRemoved( void ); virtual void SetRestored( void ); // bot info accessors int GetBotTeamFlags() const { return m_BotTeamFlags; } int GetBotGoalType() const { return m_BotGoalType; } protected: int m_iGoalState; int m_iClipMask; // cached information for bot use int m_BotTeamFlags; int m_BotGoalType; }; #endif // TRIGGERS_H