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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/tf2/tf_func_mass_teleport.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/server/tf2/tf_func_mass_teleport.cpp')
-rw-r--r--game/server/tf2/tf_func_mass_teleport.cpp368
1 files changed, 368 insertions, 0 deletions
diff --git a/game/server/tf2/tf_func_mass_teleport.cpp b/game/server/tf2/tf_func_mass_teleport.cpp
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+++ b/game/server/tf2/tf_func_mass_teleport.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+#include "cbase.h"
+#include "tf_func_mass_teleport.h"
+#include "tf_team.h"
+#include "basetfvehicle.h"
+#include "team_spawnpoint.h"
+#include "NDebugOverlay.h"
+#include "tf_vehicle_teleport_station.h"
+#include "tf_gamerules.h"
+
+LINK_ENTITY_TO_CLASS( func_mass_teleport, CFuncMassTeleport);
+
+BEGIN_DATADESC( CFuncMassTeleport )
+
+ // Data
+ DEFINE_FIELD(m_hTargetEntity, FIELD_EHANDLE),
+
+ // Keys
+ DEFINE_KEYFIELD_NOT_SAVED( m_bMCV, FIELD_BOOLEAN, "MCV" ),
+
+ // Inputs
+ DEFINE_INPUTFUNC( FIELD_VOID, "DoTeleport", InputDoTeleport ),
+
+ // Outputs
+ DEFINE_OUTPUT( m_OnTeleport, "OnTeleport" ),
+ DEFINE_OUTPUT( m_OnActive, "OnActive" ),
+ DEFINE_OUTPUT( m_OnInactive, "OnInactive" ),
+
+END_DATADESC()
+
+PRECACHE_REGISTER( func_mass_teleport );
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CFuncMassTeleport::CFuncMassTeleport()
+{
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Initializes the resource zone
+//-----------------------------------------------------------------------------
+void CFuncMassTeleport::Spawn( void )
+{
+ SetSolid( SOLID_BSP );
+ AddSolidFlags( FSOLID_TRIGGER );
+ SetMoveType( MOVETYPE_NONE );
+ AddEffects( EF_NODRAW );
+ SetModel( STRING( GetModelName() ) );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CFuncMassTeleport::Precache( void )
+{
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CFuncMassTeleport::Activate( void )
+{
+ m_hTargetEntity = GetNextTarget();
+ BaseClass::Activate();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CFuncMassTeleport::MassTeleport(
+ CTFTeam *pTeam,
+ Vector vSourceMins,
+ Vector vSourceMaxs,
+ Vector vDest,
+ bool bSwap,
+ bool bPlayersOnly,
+ EHANDLE hMCV,
+ bool bTelefragDestination )
+{
+ bSwap = false;
+
+ Vector vSource = vSourceMins + ( ( vSourceMaxs - vSourceMins ) / 2.f );
+ vSource.z = vSourceMins.z;
+/*
+ if( bTelefragDestination )
+ {
+ Vector vDestMins = vDest - ( ( vSourceMaxs - vSourceMins ) / 2.f );
+ Vector vDestMaxs = vDest + ( ( vSourceMaxs - vSourceMins ) / 2.f );
+ MassTelefrag(vDestMins,vDestMaxs);
+ }
+*/
+ CBaseEntity *pList[1024];
+ int OriginalSolidFlags[1024];
+
+ int count = UTIL_EntitiesInBox( pList, 1024, vSourceMins, vSourceMaxs, FL_CLIENT|FL_NPC|FL_OBJECT );
+
+ for( int i = 0; i < count; i++ )
+ {
+ CBaseEntity* pEnt = pList[i];
+
+ if ( !pEnt )
+ continue;
+
+ if ( bPlayersOnly )
+ {
+ CBaseTFPlayer *pTestPlayer = dynamic_cast< CBaseTFPlayer* >( pEnt );
+ if ( pTestPlayer )
+ {
+ // If it's players only, then only teleport players attached to the specified MCV.
+ if ( pTestPlayer->GetSelectedMCV() != hMCV.Get() )
+ {
+ pList[i] = NULL;
+ continue;
+ }
+ }
+ else
+ {
+ pList[i] = NULL;
+ continue;
+ }
+ }
+
+
+ if( pEnt->GetSolidFlags() & FSOLID_NOT_SOLID )
+ {
+ pList[i] = NULL;
+ continue;
+ }
+
+ // Only teleport team members
+ if ( pTeam && ((CTFTeam*)pEnt->GetTeam()) != pTeam )
+ {
+ pList[i] = NULL;
+ continue;
+ }
+
+ // Only teleport items at the root of hierarchies.
+ if( pEnt->GetMoveParent() )
+ {
+ pList[i] = NULL;
+ continue;
+ }
+
+ CBaseObject* pObj = dynamic_cast<CBaseObject*>(pEnt);
+
+ // NJS: dont teleport map placed objects.
+ if( pObj )
+ {
+ if ( pObj->WasMapPlaced() )
+ {
+ pList[i] = NULL;
+ continue;
+ }
+ }
+
+ OriginalSolidFlags[i] = pEnt->GetSolidFlags();
+ pEnt->AddSolidFlags( FSOLID_NOT_SOLID);
+
+ Vector vEntOrigin = pEnt->GetAbsOrigin();
+ Vector vDelta = vEntOrigin - vSource;
+ Vector vEntTarget = vDest + vDelta + Vector(0,0,3); // Teleport them a little above the ground, to allow for the suspension drop.
+ QAngle aEntAngles= pEnt->GetAbsAngles();
+ Vector vEntVelocity;
+ pEnt->GetVelocity(&vEntVelocity);
+
+ // If it's a player, trace down from the top of the box to find a safe place
+ if ( bPlayersOnly && pEnt->IsPlayer() )
+ {
+ // Start the target up the top of the dest box
+ Vector vecTop = vEntTarget;
+ vecTop.z = (vDest.z + (vSourceMaxs.z - vSourceMins.z));
+ // Trace a hull down
+ trace_t tr;
+ UTIL_TraceEntity( pEnt, vecTop, vEntTarget, MASK_SOLID, NULL, COLLISION_GROUP_PLAYER_MOVEMENT, &tr );
+ vEntTarget = tr.endpos + Vector(0,0,3);
+ }
+
+ /*
+ if( ! bSwap )
+ {
+ Vector origin(0,0,0);
+ if ( !EntityPlacementTest( pEnt, vEntTarget, origin, true ) )
+ {
+ UTIL_Remove( pEnt );
+ return;
+ }
+
+ vEntTarget = origin;
+ }
+ */
+
+ pEnt->Teleport( &vEntTarget, &aEntAngles, &vEntVelocity );
+ }
+
+ // If I am to swap source and destination, do it while the current entites from this teleport are incorperal.
+ if( bSwap )
+ {
+ MassTeleport( pTeam, vSourceMins - vSource + vDest, vSourceMaxs - vSource + vDest, vSource, false, bPlayersOnly, hMCV, false );
+ }
+
+ for( i = 0; i < count; i++ )
+ {
+ CBaseEntity* pEnt = pList[i];
+
+ if( !pEnt )
+ continue;
+
+ pEnt->SetSolidFlags(OriginalSolidFlags[i]);
+ }
+}
+
+void CFuncMassTeleport::MassTelefrag( Vector vMins, Vector vMaxs )
+{
+ CBaseEntity *pList[4096];
+
+ int count = UTIL_EntitiesInBox( pList, 4096, vMins, vMaxs, FL_CLIENT|FL_NPC|FL_OBJECT );
+
+ for( int i = 0; i < count; i++ )
+ {
+ CBaseEntity* pEnt = pList[i];
+
+ if ( !pEnt )
+ continue;
+
+
+ if( pEnt->GetSolidFlags() & FSOLID_NOT_SOLID )
+ {
+ pList[i] = NULL;
+ continue;
+ }
+
+ // Only teleport items at the root of hierarchies.
+ if( pEnt->GetMoveParent() )
+ {
+ pList[i] = NULL;
+ continue;
+ }
+
+ CBaseObject* pObj = dynamic_cast<CBaseObject*>(pEnt);
+
+ // dont frag map placed objects.
+ if( !pObj )
+ continue;
+
+ if ( pObj->WasMapPlaced() )
+ {
+ pList[i] = NULL;
+ continue;
+ }
+
+ // Do a massive amount of damage (DMG_GENERIC so there's no physics force)
+ CTakeDamageInfo info( this, this, 99999, DMG_GENERIC );
+
+ pObj->TakeDamage(info);
+ }
+
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CFuncMassTeleport::DoTeleport(
+ CTFTeam *pTeam,
+ Vector vSourceMins,
+ Vector vSourceMaxs,
+ Vector vDest,
+ bool bSwap,
+ bool bPlayersOnly,
+ EHANDLE hMCV )
+{
+ bool bTelefragDestination = hMCV ? false : true;
+ MassTeleport( pTeam, vSourceMins, vSourceMaxs, vDest, bSwap, bPlayersOnly, hMCV, bTelefragDestination );
+
+ // Fire our output
+ m_OnTeleport.FireOutput( this, this );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CFuncMassTeleport::InputDoTeleport( inputdata_t &inputdata )
+{
+ // If I have MCVs attached, tell them to teleport.
+ for ( int i = 0; i < m_MCVs.Count(); i++ )
+ {
+ m_MCVs[i]->DoTeleport();
+ }
+
+ // If we have a target entity, teleport to it
+ if ( m_hTargetEntity )
+ {
+ Vector vecAbsMins, vecAbsMaxs;
+ CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs );
+ DoTeleport( ((CTFTeam*)GetTeam()), vecAbsMins, vecAbsMaxs, m_hTargetEntity->GetAbsOrigin(), true, false, EHANDLE() );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Return true if the specified point is within this zone
+//-----------------------------------------------------------------------------
+bool CFuncMassTeleport::PointIsWithin( const Vector &vecPoint )
+{
+ return CollisionProp()->IsPointInBounds( vecPoint );
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Transmit this to all players who are in commander mode
+//-----------------------------------------------------------------------------
+int CFuncMassTeleport::ShouldTransmit( const CCheckTransmitInfo *pInfo )
+{
+ // Team rules may tell us that we should
+ CBaseEntity* pRecipientEntity = CBaseEntity::Instance( pInfo->m_pClientEnt );
+
+ Assert( pRecipientEntity->IsPlayer() );
+
+ CBasePlayer *pPlayer = (CBasePlayer*)pRecipientEntity;
+ if ( pPlayer->GetTeam() )
+ {
+ if (pPlayer->GetTeam()->ShouldTransmitToPlayer( pPlayer, this ))
+ return FL_EDICT_ALWAYS;
+ }
+
+ return FL_EDICT_DONTSEND;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CFuncMassTeleport::AddMCV( CBaseEntity *pMCV )
+{
+ // Are we going active?
+ if ( !m_MCVs.Count() )
+ {
+ // Fire our output
+ m_OnActive.FireOutput( this, this );
+ }
+
+ EHANDLE hMCV;
+ hMCV = pMCV;
+ m_MCVs.AddToTail( hMCV );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CFuncMassTeleport::RemoveMCV( CBaseEntity *pMCV )
+{
+ EHANDLE hMCV;
+ hMCV = pMCV;
+ m_MCVs.FindAndRemove( hMCV );
+
+ // Have we just gone inactive?
+ if ( !m_MCVs.Count() )
+ {
+ // Fire our output
+ m_OnInactive.FireOutput( this, this );
+ }
+} \ No newline at end of file