summaryrefslogtreecommitdiff
path: root/game/server/portal/func_portal_bumper.cpp
diff options
context:
space:
mode:
authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/portal/func_portal_bumper.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/server/portal/func_portal_bumper.cpp')
-rw-r--r--game/server/portal/func_portal_bumper.cpp103
1 files changed, 103 insertions, 0 deletions
diff --git a/game/server/portal/func_portal_bumper.cpp b/game/server/portal/func_portal_bumper.cpp
new file mode 100644
index 0000000..cc65991
--- /dev/null
+++ b/game/server/portal/func_portal_bumper.cpp
@@ -0,0 +1,103 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: A volume which bumps portal placement. Keeps a global list loaded in from the map
+// and provides an interface with which prop_portal can get this list and avoid successfully
+// creating portals partially inside the volume.
+//
+// $NoKeywords: $
+//======================================================================================//
+
+#include "cbase.h"
+
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+
+// Spawnflags
+#define SF_START_INACTIVE 0x01
+
+
+class CFuncPortalBumper : public CBaseEntity
+{
+public:
+ DECLARE_CLASS( CFuncPortalBumper, CBaseEntity );
+
+ CFuncPortalBumper();
+
+ // Overloads from base entity
+ virtual void Spawn( void );
+
+ // Inputs to flip functionality on and off
+ void InputActivate( inputdata_t &inputdata );
+ void InputDeactivate( inputdata_t &inputdata );
+ void InputToggle( inputdata_t &inputdata );
+
+ // misc public methods
+ bool IsActive() { return m_bActive; } // is this area currently bumping portals
+
+ DECLARE_DATADESC();
+
+private:
+ bool m_bActive; // are we currently blocking portals
+
+
+};
+
+
+LINK_ENTITY_TO_CLASS( func_portal_bumper, CFuncPortalBumper );
+
+BEGIN_DATADESC( CFuncPortalBumper )
+
+ DEFINE_FIELD( m_bActive, FIELD_BOOLEAN ),
+
+ // Inputs
+ DEFINE_INPUTFUNC( FIELD_VOID, "Deactivate", InputDeactivate ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
+
+ DEFINE_FUNCTION( IsActive ),
+
+END_DATADESC()
+
+
+CFuncPortalBumper::CFuncPortalBumper()
+{
+ m_bActive = true;
+}
+
+void CFuncPortalBumper::Spawn()
+{
+ BaseClass::Spawn();
+
+ if ( m_spawnflags & SF_START_INACTIVE )
+ {
+ m_bActive = false;
+ }
+ else
+ {
+ m_bActive = true;
+ }
+
+ // Bind to our model, cause we need the extents for bounds checking
+ SetModel( STRING( GetModelName() ) );
+ SetRenderMode( kRenderNone ); // Don't draw
+ SetSolid( SOLID_VPHYSICS ); // we may want slanted walls, so we'll use OBB
+ AddSolidFlags( FSOLID_NOT_SOLID );
+}
+
+void CFuncPortalBumper::InputActivate( inputdata_t &inputdata )
+{
+ m_bActive = true;
+}
+
+void CFuncPortalBumper::InputDeactivate( inputdata_t &inputdata )
+{
+ m_bActive = false;
+}
+
+void CFuncPortalBumper::InputToggle( inputdata_t &inputdata )
+{
+ m_bActive = !m_bActive;
+}
+