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-rw-r--r--game/server/portal/func_liquidportal.h65
1 files changed, 65 insertions, 0 deletions
diff --git a/game/server/portal/func_liquidportal.h b/game/server/portal/func_liquidportal.h
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+++ b/game/server/portal/func_liquidportal.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Rising liquid that acts as a one-way portal
+//
+// $NoKeywords: $
+//===========================================================================//
+
+#ifndef FUNC_LIQUIDPORTAL_H
+#define FUNC_LIQUIDPORTAL_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "triggers.h"
+
+class CFunc_LiquidPortal : public CBaseEntity
+{
+public:
+ DECLARE_CLASS( CFunc_LiquidPortal, CBaseEntity );
+ DECLARE_SERVERCLASS();
+ DECLARE_DATADESC();
+
+ CFunc_LiquidPortal( void );
+
+ virtual void Spawn( void );
+ virtual void Activate( void );
+ virtual void Think( void );
+
+ virtual int UpdateTransmitState( void ) // set transmit filter to transmit always
+ {
+ return SetTransmitState( FL_EDICT_ALWAYS );
+ }
+
+ virtual int Save( ISave &save );
+ virtual int Restore( IRestore &restore );
+
+ void InputSetLinkedLiquidPortal( inputdata_t &inputdata );
+ void InputSetFillTime( inputdata_t &inputdata ); //time it takes to fill the portal volume
+ void InputStartFilling( inputdata_t &inputdata ); //start filling with portal liquid, will teleport entities as they become completely enveloped
+
+ //add/remove teleportables to offload the selection process to triggers, each with their own filters
+ void InputAddActivatorToTeleportList( inputdata_t &inputdata ); //add an activator entity to the list of entities to teleport when filling
+ void InputRemoveActivatorFromTeleportList( inputdata_t &inputdata ); //remove an activator entity from the list of entities to teleport when filling
+
+ void ComputeLinkMatrix( void );
+ void SetLinkedLiquidPortal( CFunc_LiquidPortal *pLinked );
+
+ void TeleportImmersedEntity( CBaseEntity *pEntity );
+
+ CNetworkHandle( CFunc_LiquidPortal, m_hLinkedPortal ); //the portal this portal is linked to
+ VMatrix m_matrixThisToLinked; //the matrix that will transform a point relative to this portal, to a point relative to the linked portal
+ float m_fFillTime; //how long it takes to fill completely
+ bool m_bFillInProgress;
+ CNetworkVar( float, m_fFillStartTime ); // time started filling with portal liquid, will teleport entities as they become completely enveloped
+ CNetworkVar( float, m_fFillEndTime ); // time that filling should be finished and touching entities teleport
+
+ CUtlVector<EHANDLE> m_hTeleportList; //list of entities to teleport when filling
+ CUtlVector<EHANDLE> m_hLeftToTeleportThisFill; //list of entities that have not yet teleported during this fill, they get teleported out when fully immersed in the liquid
+
+ string_t m_strInitialLinkedPortal;
+};
+
+#endif //#ifndef FUNC_LIQUIDPORTAL_H
+