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Diffstat (limited to 'game/server/tf/tf_props.h')
| -rw-r--r-- | game/server/tf/tf_props.h | 47 |
1 files changed, 47 insertions, 0 deletions
diff --git a/game/server/tf/tf_props.h b/game/server/tf/tf_props.h new file mode 100644 index 0000000..e8298e8 --- /dev/null +++ b/game/server/tf/tf_props.h @@ -0,0 +1,47 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: static_prop - don't move, don't animate, don't do anything. +// physics_prop - move, take damage, but don't animate +// +//===========================================================================// + +#ifndef TF_PROPS_H +#define TF_PROPS_H + +#include "props.h" +#include "triggers.h" +#include "tf_player.h" + +class CPropSoccerBall : public CPhysicsProp +{ + DECLARE_CLASS( CPropSoccerBall, CPhysicsProp ); +public: + CPropSoccerBall() + : m_flNextAllowedImpactTime( 0.f ), m_hLastToucher( NULL ) + {} + + DECLARE_DATADESC() + + virtual void Precache(); + virtual void Spawn(); + + // Here's the deal. The ball is a trigger, but triggers are not allowed to touch other triggers. To get around this, + // we're going to specify the names of the triggers we actually want to touch and then we're going to manually try to + // touch them. Our collision system is a vortex of insanity. + void TriggerTouchThink(); + virtual void Activate() OVERRIDE; + virtual bool TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace ); + virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ){} + void BallTouch( CBaseEntity *pOther ); + CTFPlayer *GetLastToucher( void ){ return m_hLastToucher.Get(); } + + virtual bool ShouldBlockNav() const OVERRIDE { return false; } + +private: + string_t m_iszTriggers; + float m_flNextAllowedImpactTime; + CUtlVector< CBaseTrigger* > m_vecTriggers; + CHandle< CTFPlayer > m_hLastToucher; +}; + +#endif // TF_PROPS_H
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