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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/pointteleport.cpp
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/pointteleport.cpp')
-rw-r--r--mp/src/game/server/pointteleport.cpp294
1 files changed, 147 insertions, 147 deletions
diff --git a/mp/src/game/server/pointteleport.cpp b/mp/src/game/server/pointteleport.cpp
index fb59316d..171ee780 100644
--- a/mp/src/game/server/pointteleport.cpp
+++ b/mp/src/game/server/pointteleport.cpp
@@ -1,147 +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 );
-}
-
+//========= 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 );
+}
+