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-rw-r--r--game/client/tf/c_tf_passtime_ball.cpp99
1 files changed, 99 insertions, 0 deletions
diff --git a/game/client/tf/c_tf_passtime_ball.cpp b/game/client/tf/c_tf_passtime_ball.cpp
new file mode 100644
index 0000000..08dc2f6
--- /dev/null
+++ b/game/client/tf/c_tf_passtime_ball.cpp
@@ -0,0 +1,99 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "c_tf_passtime_ball.h"
+#include "passtime_convars.h"
+#include "tf_shareddefs.h"
+#include "c_tf_player.h"
+#include "c_playerresource.h"
+#include "c_tf_player.h"
+#include "tf_gamerules.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+//-----------------------------------------------------------------------------
+IMPLEMENT_CLIENTCLASS_DT( C_PasstimeBall, DT_PasstimeBall, CPasstimeBall )
+ RecvPropInt(RECVINFO(m_iCollisionCount)),
+ RecvPropEHandle(RECVINFO(m_hHomingTarget)),
+ RecvPropEHandle(RECVINFO(m_hCarrier)),
+ RecvPropEHandle(RECVINFO(m_hPrevCarrier)),
+END_RECV_TABLE()
+
+//-----------------------------------------------------------------------------
+LINK_ENTITY_TO_CLASS( passtime_ball, C_PasstimeBall );
+PRECACHE_REGISTER( passtime_ball );
+
+C_TFPlayer *C_PasstimeBall::GetCarrier() { return m_hCarrier.Get(); }
+C_TFPlayer *C_PasstimeBall::GetPrevCarrier() { return m_hPrevCarrier.Get(); }
+
+//-----------------------------------------------------------------------------
+C_PasstimeBall::C_PasstimeBall()
+{
+ UseClientSideAnimation();
+ m_fDrawTime = 0.0f;
+}
+
+//-----------------------------------------------------------------------------
+C_PasstimeBall::~C_PasstimeBall()
+{
+}
+
+//-----------------------------------------------------------------------------
+unsigned int C_PasstimeBall::PhysicsSolidMaskForEntity() const
+{
+ return MASK_PLAYERSOLID; // must match server
+}
+
+
+//-----------------------------------------------------------------------------
+bool C_PasstimeBall::ShouldCollide( int collisionGroup, int contentsMask ) const
+{
+ // note: returning false for COLLISION_GROUP_PLAYER_MOVEMENT means the ball won't
+ // stop player movement. the only real visible effect when this function doesn't
+ // return false for COLLISION_GROUP_PLAYER_MOVEMENT is that the ball is unable
+ // to impart physics forces on the ball when the ball is blocked, since the player
+ // will set velocity to zero due to being "stuck" on the ball, even though the
+ // ball won't actually prevent the player from moving through it.
+ return (collisionGroup != COLLISION_GROUP_PLAYER_MOVEMENT);
+ // && (contentsMask & MASK_SHOT_HULL);
+ //return BaseClass::ShouldCollide( collisionGroup, contentsMask );
+}
+
+//-----------------------------------------------------------------------------
+void C_PasstimeBall::OnDataChanged( DataUpdateType_t updateType )
+{
+ BaseClass::OnDataChanged( updateType );
+
+ if ( updateType == DATA_UPDATE_CREATED )
+ {
+ return;
+ }
+
+ if ( TFGameRules()->IsPasstimeMode() )
+ {
+ bool bIsVisible = !(GetEffects() & EF_NODRAW);
+ if ( bIsVisible && !m_bWasVisible )
+ {
+ float nextValidTime = gpGlobals->curtime + 0.1f;
+ m_fDrawTime = nextValidTime;
+ }
+ m_bWasVisible = bIsVisible;
+ }
+}
+
+//-----------------------------------------------------------------------------
+int C_PasstimeBall::DrawModel( int flags )
+{
+ if( gpGlobals->curtime < m_fDrawTime )
+ {
+ return 0;
+ }
+
+ return BaseClass::DrawModel( flags );
+}