]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Use setactive function field for button (de)activation
authorFreddy <schro.sb@gmail.com>
Thu, 7 Sep 2017 23:37:48 +0000 (01:37 +0200)
committerFreddy <schro.sb@gmail.com>
Thu, 7 Sep 2017 23:37:48 +0000 (01:37 +0200)
qcsrc/common/triggers/func/button.qc

index 8c157d93cc96a30da31e695dd975e5acf467db3e..e6394d08543c979031d949a20eba624661a5ef3a 100644 (file)
@@ -5,6 +5,36 @@
 void button_wait(entity this);
 void button_return(entity this);
 
+.float wait_remaining;
+.float activation_time;
+
+void button_setactive(entity this, int astate)
+{
+       int oldstate = this.active;
+       if (astate == ACTIVE_TOGGLE)
+       {
+               if (this.active == ACTIVE_ACTIVE)
+                       this.active = ACTIVE_NOT;
+               else
+                       this.active = ACTIVE_ACTIVE;
+       }
+       else
+               this.active = astate;
+
+       if (this.active == ACTIVE_ACTIVE && oldstate == ACTIVE_NOT)
+       {
+               if (this.wait_remaining >= 0)
+               {
+                       this.nextthink =  this.wait_remaining + this.ltime;
+                       setthink(this, button_return);
+               }
+       }
+       else if (this.active == ACTIVE_NOT && oldstate == ACTIVE_ACTIVE)
+       {
+               this.wait_remaining = this.wait - (time - this.activation_time);
+       }
+}
+
 void button_wait(entity this)
 {
        this.state = STATE_TOP;
@@ -26,8 +56,6 @@ void button_return(entity this)
 {
        if (this.active != ACTIVE_ACTIVE)
        {
-               this.nextthink = this.ltime + frametime;
-               setthink(this, button_return);
                return;
        }
        this.state = STATE_DOWN;
@@ -35,6 +63,7 @@ void button_return(entity this)
        this.frame = 0;                 // use normal textures
        if (this.health)
                this.takedamage = DAMAGE_YES;   // can be shot again
+       this.wait_remaining = this.wait;
 }
 
 
@@ -52,6 +81,8 @@ void button_fire(entity this)
        if (this.state == STATE_UP || this.state == STATE_TOP)
                return;
 
+       this.activation_time = time;
+
        if (this.noise != "")
                _sound (this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
 
@@ -157,11 +188,15 @@ spawnfunc(func_button)
        if (!this.lip)
                this.lip = 4;
 
+       this.wait_remaining = this.wait;
+
     if(this.noise != "")
         precache_sound(this.noise);
 
        this.active = ACTIVE_ACTIVE;
 
+       this.setactive = button_setactive;
+
        this.pos1 = this.origin;
        this.pos2 = this.pos1 + this.movedir*(fabs(this.movedir*this.size) - this.lip);
     this.flags |= FL_NOTARGET;