Authoring a Logical Entity/Code

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//===== 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;
	}
}

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