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 "triggers.h"
#include "cs_player.h"
//======================================
// Bomb target area
//
//
class CBuyZone : public CBaseTrigger { public: DECLARE_CLASS( CBuyZone, CBaseTrigger ); DECLARE_DATADESC();
CBuyZone(); void Spawn(); void EXPORT BuyZoneTouch( CBaseEntity* pOther );
public: int m_LegacyTeamNum; };
LINK_ENTITY_TO_CLASS( func_buyzone, CBuyZone );
BEGIN_DATADESC( CBuyZone ) DEFINE_FUNCTION( BuyZoneTouch ), // This is here to support maps that haven't updated to using "teamnum" yet.
DEFINE_INPUT( m_LegacyTeamNum, FIELD_INTEGER, "team" ) END_DATADESC()
CBuyZone::CBuyZone() { m_LegacyTeamNum = -1; }
void CBuyZone::Spawn() { InitTrigger(); SetTouch( &CBuyZone::BuyZoneTouch );
// Support for legacy-style teamnums.
if ( m_LegacyTeamNum == 1 ) { ChangeTeam( TEAM_TERRORIST ); } else if ( m_LegacyTeamNum == 2 ) { ChangeTeam( TEAM_CT ); } }
void CBuyZone::BuyZoneTouch( CBaseEntity* pOther ) { CCSPlayer *p = dynamic_cast< CCSPlayer* >( pOther ); if ( p ) { // compare player team with buy zone team number
if ( p->GetTeamNumber() == GetTeamNumber() ) { p->m_bInBuyZone = true; } } }
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