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Diffstat (limited to 'game/server/portal/func_portal_detector.h')
-rw-r--r--game/server/portal/func_portal_detector.h49
1 files changed, 49 insertions, 0 deletions
diff --git a/game/server/portal/func_portal_detector.h b/game/server/portal/func_portal_detector.h
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+++ b/game/server/portal/func_portal_detector.h
@@ -0,0 +1,49 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: A volume which fires an output when a portal is placed in it.
+//
+// $NoKeywords: $
+//======================================================================================//
+
+#ifndef _FUNC_PORTAL_DETECTOR_H_
+#define _FUNC_PORTAL_DETECTOR_H_
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "cbase.h"
+
+class CFuncPortalDetector : public CBaseEntity
+{
+public:
+ DECLARE_CLASS( CFuncPortalDetector, CBaseEntity );
+
+ // Overloads from base entity
+ virtual void Spawn( void );
+
+ void OnActivate( void );
+
+ // Inputs to flip functionality on and off
+ void InputDisable( inputdata_t &inputdata );
+ void InputEnable( inputdata_t &inputdata );
+ void InputToggle( inputdata_t &inputdata );
+
+ // misc public methods
+ bool IsActive( void ) { return m_bActive; } // is this area currently detecting portals
+ int GetLinkageGroupID( void ) { return m_iLinkageGroupID; }
+
+ COutputEvent m_OnStartTouchPortal1;
+ COutputEvent m_OnStartTouchPortal2;
+ COutputEvent m_OnStartTouchLinkedPortal;
+ COutputEvent m_OnStartTouchBothLinkedPortals;
+
+ DECLARE_DATADESC();
+
+private:
+ bool m_bActive; // are we currently detecting portals
+ int m_iLinkageGroupID; // what set of portals are we testing for?
+
+};
+
+#endif