Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "cbase.h"
#include "tf_shareddefs.h"
#include "tf_gamerules.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_FuncForceField : public C_BaseEntity { DECLARE_CLASS( C_FuncForceField, C_BaseEntity ); public: DECLARE_CLIENTCLASS();
virtual int DrawModel( int flags ) OVERRIDE; virtual bool ShouldCollide( int collisionGroup, int contentsMask ) const OVERRIDE; };
IMPLEMENT_CLIENTCLASS_DT( C_FuncForceField, DT_FuncForceField, CFuncForceField ) END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int C_FuncForceField::DrawModel( int flags ) { // Don't draw for anyone during a team win
if ( TFGameRules()->State_Get() == GR_STATE_TEAM_WIN ) return 1;
return BaseClass::DrawModel( flags ); }
//-----------------------------------------------------------------------------
// Purpose: Enemy players collide with us, except during a team win
//-----------------------------------------------------------------------------
bool C_FuncForceField::ShouldCollide( int collisionGroup, int contentsMask ) const { // Force fields are off during a team win
if ( TFGameRules()->State_Get() == GR_STATE_TEAM_WIN ) return false;
if ( GetTeamNumber() == TEAM_UNASSIGNED ) return false;
if ( collisionGroup == COLLISION_GROUP_PLAYER_MOVEMENT ) { switch ( GetTeamNumber() ) { case TF_TEAM_BLUE: if ( !( contentsMask & CONTENTS_BLUETEAM ) ) return false; break;
case TF_TEAM_RED: if ( !( contentsMask & CONTENTS_REDTEAM ) ) return false; break; }
return true; }
return false; }
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