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//========= 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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