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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/tf/func_forcefield.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/tf/func_forcefield.cpp')
| -rw-r--r-- | game/server/tf/func_forcefield.cpp | 151 |
1 files changed, 151 insertions, 0 deletions
diff --git a/game/server/tf/func_forcefield.cpp b/game/server/tf/func_forcefield.cpp new file mode 100644 index 0000000..b68d067 --- /dev/null +++ b/game/server/tf/func_forcefield.cpp @@ -0,0 +1,151 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//============================================================================= + +#include "cbase.h" +#include "func_forcefield.h" +#include "tf_shareddefs.h" +#include "tf_gamerules.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +IMPLEMENT_AUTO_LIST( IFuncForceFieldAutoList ); + +//=========================================================================================================== + +LINK_ENTITY_TO_CLASS( func_forcefield, CFuncForceField ); + +BEGIN_DATADESC( CFuncForceField ) +END_DATADESC() + +IMPLEMENT_SERVERCLASS_ST( CFuncForceField, DT_FuncForceField ) +END_SEND_TABLE() + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CFuncForceField::Spawn( void ) +{ + BaseClass::Spawn(); + SetActive( IsOn() ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +int CFuncForceField::UpdateTransmitState() +{ + return SetTransmitState( FL_EDICT_ALWAYS ); +} + +//----------------------------------------------------------------------------- +// Purpose: Only transmit this entity to clients that aren't in our team +//----------------------------------------------------------------------------- +int CFuncForceField::ShouldTransmit( const CCheckTransmitInfo *pInfo ) +{ + return FL_EDICT_ALWAYS; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CFuncForceField::TurnOff( void ) +{ + BaseClass::TurnOff(); + SetActive( false ); +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CFuncForceField::TurnOn( void ) +{ + BaseClass::TurnOn(); + SetActive( true ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CFuncForceField::ShouldCollide( int collisionGroup, int contentsMask ) const +{ + // Force fields are off during a team win + if ( TFGameRules()->State_Get() == GR_STATE_TEAM_WIN ) + return false; + + if ( GetTeamNumber() == TEAM_UNASSIGNED ) + return false; + + if ( collisionGroup == COLLISION_GROUP_PLAYER_MOVEMENT ) + { + switch ( GetTeamNumber() ) + { + case TF_TEAM_BLUE: + if ( !( contentsMask & CONTENTS_BLUETEAM ) ) + return false; + break; + + case TF_TEAM_RED: + if ( !( contentsMask & CONTENTS_REDTEAM ) ) + return false; + break; + } + + return true; + } + + return false; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CFuncForceField::SetActive( bool bActive ) +{ + if ( bActive ) + { + // We're a trigger, but we want to be solid. Our ShouldCollide() will make + // us non-solid to members of the team that spawns here. + RemoveSolidFlags( FSOLID_TRIGGER ); + RemoveSolidFlags( FSOLID_NOT_SOLID ); + } + else + { + AddSolidFlags( FSOLID_NOT_SOLID ); + AddSolidFlags( FSOLID_TRIGGER ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool PointsCrossForceField( const Vector& vecStart, const Vector &vecEnd, int nTeamToIgnore ) +{ + // Setup the ray. + Ray_t ray; + ray.Init( vecStart, vecEnd ); + + for ( int i = 0; i < IFuncForceFieldAutoList::AutoList().Count(); ++i ) + { + CFuncForceField *pEntity = static_cast< CFuncForceField* >( IFuncForceFieldAutoList::AutoList()[i] ); + + if ( pEntity->m_iDisabled ) + continue; + + if ( pEntity->GetTeamNumber() == nTeamToIgnore && nTeamToIgnore != TEAM_UNASSIGNED ) + continue; + + trace_t trace; + enginetrace->ClipRayToEntity( ray, MASK_ALL, pEntity, &trace ); + if ( trace.fraction < 1.0f ) + { + return true; + } + } + + return false; +}
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