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//========= 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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