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_FuncRespawnRoom : public C_BaseEntity { DECLARE_CLASS( C_FuncRespawnRoom, C_BaseEntity ); public: DECLARE_CLIENTCLASS(); };
IMPLEMENT_CLIENTCLASS_DT( C_FuncRespawnRoom, DT_FuncRespawnRoom, CFuncRespawnRoom ) END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_FuncRespawnRoomVisualizer : public C_BaseEntity { DECLARE_CLASS( C_FuncRespawnRoomVisualizer, C_BaseEntity ); public: DECLARE_CLIENTCLASS();
virtual int DrawModel( int flags );
virtual bool ShouldCollide( int collisionGroup, int contentsMask ) const; };
IMPLEMENT_CLIENTCLASS_DT( C_FuncRespawnRoomVisualizer, DT_FuncRespawnRoomVisualizer, CFuncRespawnRoomVisualizer ) END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose: Don't draw for friendly players
//-----------------------------------------------------------------------------
int C_FuncRespawnRoomVisualizer::DrawModel( int flags ) { // Don't draw for anyone in endround
if ( TFGameRules()->State_Get() == GR_STATE_TEAM_WIN ) { return 1; }
// Don't draw for teammates of the visualizer
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(); if ( pLocalPlayer && pLocalPlayer->GetTeamNumber() == GetTeamNumber() ) { return 1; }
return BaseClass::DrawModel( flags ); }
//-----------------------------------------------------------------------------
// Purpose: Enemy players collide with us, except in endround
//-----------------------------------------------------------------------------
bool C_FuncRespawnRoomVisualizer::ShouldCollide( int collisionGroup, int contentsMask ) const { // Respawn rooms are open in win state
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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