Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "func_respawnflag.h"
#include "entity_capture_flag.h"
#include "tf_player.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
LINK_ENTITY_TO_CLASS( func_respawnflag, CFuncRespawnFlagZone );
BEGIN_DATADESC( CFuncRespawnFlagZone ) // Functions.
DEFINE_FUNCTION( Touch ), END_DATADESC();
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CFuncRespawnFlagZone::CFuncRespawnFlagZone() { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncRespawnFlagZone::Spawn( void ) { AddSpawnFlags( SF_TRIGGER_ALLOW_ALL );
BaseClass::Spawn(); InitTrigger();
SetTouch( &CFuncRespawnFlagZone::Touch ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncRespawnFlagZone::Touch( CBaseEntity *pOther ) { if ( !m_bDisabled ) { if ( pOther->IsPlayer() ) { CTFPlayer *pPlayer = ToTFPlayer( pOther ); if ( pPlayer && pPlayer->HasTheFlag() ) { CCaptureFlag *pFlag = dynamic_cast<CCaptureFlag*>( pPlayer->GetItem() ); pPlayer->DropFlag();
if ( pFlag ) { pFlag->ResetFlag(); } } } } }
//-----------------------------------------------------------------------------
// Purpose: Return true if the specified entity is in a RespawnFlag zone
//-----------------------------------------------------------------------------
bool PointInRespawnFlagZone( const Vector &vecPoint ) { CBaseEntity *pTempEnt = NULL; while ( ( pTempEnt = gEntList.FindEntityByClassname( pTempEnt, "func_respawnflag" ) ) != NULL ) { CFuncRespawnFlagZone *pZone = dynamic_cast<CFuncRespawnFlagZone *>(pTempEnt);
if ( pZone && !pZone->m_bDisabled && pZone->PointIsWithin( vecPoint ) ) { return true; } }
return false; }
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