Authoring a Logical Entity/Code: Difference between revisions
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<source lang="cpp"> | |||
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======== | |||
// | |||
// Purpose: Simple logical entity that counts up to a threshold value, then | |||
// fires an output when reached. | |||
// | |||
//============================================================================= | |||
#include "cbase.h" | |||
class CMyLogicalEntity : public CLogicalEntity | |||
{ | |||
public: | |||
DECLARE_CLASS( CMyLogicalEntity, CLogicalEntity ); | |||
DECLARE_DATADESC(); | |||
// Constructor | |||
CMyLogicalEntity () | |||
{ | |||
m_nCounter = 0; | |||
} | |||
// Input function | |||
void InputTick( inputdata_t &inputData ); | |||
private: | |||
int m_nThreshold; // Count at which to fire our output | |||
int m_nCounter; // Internal counter | |||
COutputEvent m_OnThreshold; // Output event when the counter reaches the threshold | |||
}; | |||
LINK_ENTITY_TO_CLASS( my_logical_entity, CMyLogicalEntity ); | |||
// Start of our data description for the class | |||
BEGIN_DATADESC( CMyLogicalEntity ) | |||
// For save/load | |||
DEFINE_FIELD( m_nCounter, FIELD_INTEGER ), | |||
// Links our member variable to our keyvalue from Hammer | |||
DEFINE_KEYFIELD( m_nThreshold, FIELD_INTEGER, "threshold" ), | |||
// Links our input name from Hammer to our input member function | |||
DEFINE_INPUTFUNC( FIELD_VOID, "Tick", InputTick ), | |||
// Links our output member to the output name used by Hammer | |||
DEFINE_OUTPUT( m_OnThreshold, "OnThreshold" ), | |||
END_DATADESC() | |||
//----------------------------------------------------------------------------- | |||
// Purpose: Handle a tick input from another entity | |||
//----------------------------------------------------------------------------- | |||
void CMyLogicalEntity::InputTick( inputdata_t &inputData ) | |||
{ | |||
// Increment our counter | |||
m_nCounter++; | |||
// See if we've met or crossed our threshold value | |||
if ( m_nCounter >= m_nThreshold ) | |||
{ | |||
// Fire an output event | |||
m_OnThreshold.FireOutput( inputData.pActivator, this ); | |||
// Reset our counter | |||
m_nCounter = 0; | |||
} | |||
} | |||
</source> | |||
== See also == | |||
*[[Authoring a Logical Entity]] | |||
[[Category:Programming]] | [[Category:Programming]] | ||
Latest revision as of 05:09, 17 January 2009
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ========
//
// Purpose: Simple logical entity that counts up to a threshold value, then
// fires an output when reached.
//
//=============================================================================
#include "cbase.h"
class CMyLogicalEntity : public CLogicalEntity
{
public:
DECLARE_CLASS( CMyLogicalEntity, CLogicalEntity );
DECLARE_DATADESC();
// Constructor
CMyLogicalEntity ()
{
m_nCounter = 0;
}
// Input function
void InputTick( inputdata_t &inputData );
private:
int m_nThreshold; // Count at which to fire our output
int m_nCounter; // Internal counter
COutputEvent m_OnThreshold; // Output event when the counter reaches the threshold
};
LINK_ENTITY_TO_CLASS( my_logical_entity, CMyLogicalEntity );
// Start of our data description for the class
BEGIN_DATADESC( CMyLogicalEntity )
// For save/load
DEFINE_FIELD( m_nCounter, FIELD_INTEGER ),
// Links our member variable to our keyvalue from Hammer
DEFINE_KEYFIELD( m_nThreshold, FIELD_INTEGER, "threshold" ),
// Links our input name from Hammer to our input member function
DEFINE_INPUTFUNC( FIELD_VOID, "Tick", InputTick ),
// Links our output member to the output name used by Hammer
DEFINE_OUTPUT( m_OnThreshold, "OnThreshold" ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Handle a tick input from another entity
//-----------------------------------------------------------------------------
void CMyLogicalEntity::InputTick( inputdata_t &inputData )
{
// Increment our counter
m_nCounter++;
// See if we've met or crossed our threshold value
if ( m_nCounter >= m_nThreshold )
{
// Fire an output event
m_OnThreshold.FireOutput( inputData.pActivator, this );
// Reset our counter
m_nCounter = 0;
}
}