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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/tf2/trigger_fall.cpp | |
| download | archived-source-engine-2018-hl2-src-3bf9df6b2785fa6d951086978a3e66f49427166a.tar.xz archived-source-engine-2018-hl2-src-3bf9df6b2785fa6d951086978a3e66f49427166a.zip | |
Diffstat (limited to 'game/server/tf2/trigger_fall.cpp')
| -rw-r--r-- | game/server/tf2/trigger_fall.cpp | 72 |
1 files changed, 72 insertions, 0 deletions
diff --git a/game/server/tf2/trigger_fall.cpp b/game/server/tf2/trigger_fall.cpp new file mode 100644 index 0000000..3a4a1c8 --- /dev/null +++ b/game/server/tf2/trigger_fall.cpp @@ -0,0 +1,72 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Used at the bottom of maps where objects should fall away to infinity +// +// $NoKeywords: $ +//=============================================================================// +#include "cbase.h" +#include "triggers.h" + +//----------------------------------------------------------------------------- +// Purpose: Used at the bottom of maps where objects should fall away to infinity +//----------------------------------------------------------------------------- +class CTriggerFall : public CBaseTrigger +{ + DECLARE_CLASS( CTriggerFall, CBaseTrigger ); +public: + void Spawn( void ); + void FallTouch( CBaseEntity *pOther ); + + DECLARE_DATADESC(); + + // Outputs + COutputEvent m_OnFallingObject; +}; + +BEGIN_DATADESC( CTriggerFall ) + + // Function Pointers + DEFINE_FUNCTION( FallTouch ), + + // Outputs + DEFINE_OUTPUT( m_OnFallingObject, "OnFallingObject" ), + +END_DATADESC() + + +LINK_ENTITY_TO_CLASS( trigger_fall, CTriggerFall ); + + +//----------------------------------------------------------------------------- +// Purpose: Called when spawning, after keyvalues have been handled. +//----------------------------------------------------------------------------- +void CTriggerFall::Spawn( void ) +{ + BaseClass::Spawn(); + InitTrigger(); + SetTouch( FallTouch ); +} + +//----------------------------------------------------------------------------- +// Purpose: Make the object fall away +// Input : pOther - The entity that is touching us. +//----------------------------------------------------------------------------- +void CTriggerFall::FallTouch( CBaseEntity *pOther ) +{ + // If it's a player, just kill him for now + if ( pOther->IsPlayer() ) + { + if ( pOther->IsAlive() == false ) + return; + + pOther->TakeDamage( CTakeDamageInfo( this, this, 200, DMG_FALL ) ); + } + else + { + // Just remove the entity + UTIL_Remove( pOther ); + } + + // Fire our output + m_OnFallingObject.FireOutput( pOther, this ); +} |