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| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/pointteleport.cpp | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/server/pointteleport.cpp')
| -rw-r--r-- | mp/src/game/server/pointteleport.cpp | 147 |
1 files changed, 147 insertions, 0 deletions
diff --git a/mp/src/game/server/pointteleport.cpp b/mp/src/game/server/pointteleport.cpp new file mode 100644 index 00000000..fb59316d --- /dev/null +++ b/mp/src/game/server/pointteleport.cpp @@ -0,0 +1,147 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Teleports a named entity to a given position and restores
+// it's physics state
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+
+
+#include "in_buttons.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+#define SF_TELEPORT_TO_SPAWN_POS 0x00000001
+#define SF_TELEPORT_INTO_DUCK 0x00000002 ///< episodic only: player should be ducked after this teleport
+
+class CPointTeleport : public CBaseEntity
+{
+ DECLARE_CLASS( CPointTeleport, CBaseEntity );
+public:
+ void Activate( void );
+
+ void InputTeleport( inputdata_t &inputdata );
+
+private:
+
+ bool EntityMayTeleport( CBaseEntity *pTarget );
+
+ Vector m_vSaveOrigin;
+ QAngle m_vSaveAngles;
+
+ DECLARE_DATADESC();
+};
+
+
+LINK_ENTITY_TO_CLASS( point_teleport, CPointTeleport );
+
+
+BEGIN_DATADESC( CPointTeleport )
+
+ DEFINE_FIELD( m_vSaveOrigin, FIELD_VECTOR ),
+ DEFINE_FIELD( m_vSaveAngles, FIELD_VECTOR ),
+
+ DEFINE_INPUTFUNC( FIELD_VOID, "Teleport", InputTeleport ),
+
+END_DATADESC()
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pTarget -
+// Output : Returns true if the entity may be teleported
+//-----------------------------------------------------------------------------
+bool CPointTeleport::EntityMayTeleport( CBaseEntity *pTarget )
+{
+ if ( pTarget->GetMoveParent() != NULL )
+ {
+ // Passengers in a vehicle are allowed to teleport; their behavior handles it
+ CBaseCombatCharacter *pBCC = pTarget->MyCombatCharacterPointer();
+ if ( pBCC == NULL || ( pBCC != NULL && pBCC->IsInAVehicle() == false ) )
+ return false;
+ }
+
+ return true;
+}
+
+//------------------------------------------------------------------------------
+// Purpose:
+//------------------------------------------------------------------------------
+void CPointTeleport::Activate( void )
+{
+ // Start with our origin point
+ m_vSaveOrigin = GetAbsOrigin();
+ m_vSaveAngles = GetAbsAngles();
+
+ // Save off the spawn position of the target if instructed to do so
+ if ( m_spawnflags & SF_TELEPORT_TO_SPAWN_POS )
+ {
+ CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, m_target );
+ if ( pTarget )
+ {
+ // If teleport object is in a movement hierarchy, remove it first
+ if ( EntityMayTeleport( pTarget ) )
+ {
+ // Save the points
+ m_vSaveOrigin = pTarget->GetAbsOrigin();
+ m_vSaveAngles = pTarget->GetAbsAngles();
+ }
+ else
+ {
+ Warning("ERROR: (%s) can't teleport object (%s) as it has a parent (%s)!\n",GetDebugName(),pTarget->GetDebugName(),pTarget->GetMoveParent()->GetDebugName());
+ BaseClass::Activate();
+ return;
+ }
+ }
+ else
+ {
+ Warning("ERROR: (%s) target '%s' not found. Deleting.\n", GetDebugName(), STRING(m_target));
+ UTIL_Remove( this );
+ return;
+ }
+ }
+
+ BaseClass::Activate();
+}
+
+//------------------------------------------------------------------------------
+// Purpose:
+//------------------------------------------------------------------------------
+void CPointTeleport::InputTeleport( inputdata_t &inputdata )
+{
+ // Attempt to find the entity in question
+ CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, m_target, this, inputdata.pActivator, inputdata.pCaller );
+ if ( pTarget == NULL )
+ return;
+
+ // If teleport object is in a movement hierarchy, remove it first
+ if ( EntityMayTeleport( pTarget ) == false )
+ {
+ Warning("ERROR: (%s) can't teleport object (%s) as it has a parent (%s)!\n",GetDebugName(),pTarget->GetDebugName(),pTarget->GetMoveParent()->GetDebugName());
+ return;
+ }
+
+ // in episodic, we have a special spawn flag that forces Gordon into a duck
+#ifdef HL2_EPISODIC
+ if ( (m_spawnflags & SF_TELEPORT_INTO_DUCK) && pTarget->IsPlayer() )
+ {
+ CBasePlayer *pPlayer = ToBasePlayer( pTarget );
+ if ( pPlayer != NULL )
+ {
+ pPlayer->m_nButtons |= IN_DUCK;
+ pPlayer->AddFlag( FL_DUCKING );
+ pPlayer->m_Local.m_bDucked = true;
+ pPlayer->m_Local.m_bDucking = true;
+ pPlayer->m_Local.m_flDucktime = 0.0f;
+ pPlayer->SetViewOffset( VEC_DUCK_VIEW_SCALED( pPlayer ) );
+ pPlayer->SetCollisionBounds( VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX );
+ }
+ }
+#endif
+
+ pTarget->Teleport( &m_vSaveOrigin, &m_vSaveAngles, NULL );
+}
+
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