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-rw-r--r--game/server/tf2/trigger_fall.cpp72
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diff --git a/game/server/tf2/trigger_fall.cpp b/game/server/tf2/trigger_fall.cpp
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+//========= 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 );
+}