Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: CTF NoGrenades Zone.
//
//=============================================================================//
#include "cbase.h"
#include "tf_player.h"
#include "tf_item.h"
#include "func_achievement.h"
LINK_ENTITY_TO_CLASS( func_achievement, CAchievementZone );
//=============================================================================
//
// CTF Achievement Zone functions.
//
BEGIN_DATADESC( CAchievementZone ) DEFINE_KEYFIELD( m_iZoneID, FIELD_INTEGER, "zone_id" ), END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CAchievementZone::CAchievementZone() { m_bDisabled = false; m_iZoneID = 0; }
//-----------------------------------------------------------------------------
// Purpose: Spawn function for the entity
//-----------------------------------------------------------------------------
void CAchievementZone::Spawn( void ) { Precache(); BaseClass::Spawn(); InitTrigger();
AddSpawnFlags( SF_TRIGGER_ALLOW_ALL ); // so we can keep track of who is touching us
AddEffects( EF_NODRAW ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAchievementZone::Precache( void ) {
}
//-----------------------------------------------------------------------------
// Purpose: Return true if the specified entity is touching this zone
//-----------------------------------------------------------------------------
bool CAchievementZone::IsTouching( const CBaseEntity *pEntity ) const { return BaseClass::IsTouching( pEntity ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAchievementZone::InputEnable( inputdata_t &inputdata ) { SetDisabled( false ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAchievementZone::InputDisable( inputdata_t &inputdata ) { SetDisabled( true ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CAchievementZone::IsDisabled( void ) { return m_bDisabled; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAchievementZone::InputToggle( inputdata_t &inputdata ) { if ( m_bDisabled ) { SetDisabled( false ); } else { SetDisabled( true ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAchievementZone::SetDisabled( bool bDisabled ) { m_bDisabled = bDisabled; }
//-----------------------------------------------------------------------------
// Purpose: Return true if the specified entity is in an Achievement zone
//-----------------------------------------------------------------------------
CAchievementZone *InAchievementZone( CBaseEntity *pEntity ) { if ( pEntity ) { CBaseEntity *pTempEnt = NULL; while ( ( pTempEnt = gEntList.FindEntityByClassname( pTempEnt, "func_achievement" ) ) != NULL ) { CAchievementZone *pZone = dynamic_cast<CAchievementZone *>( pTempEnt );
if ( !pZone->IsDisabled() && pZone->PointIsWithin( pEntity->GetAbsOrigin() ) ) { int iTeam = pZone->GetTeamNumber(); if ( !iTeam || ( iTeam && ( pEntity->GetTeamNumber() == iTeam ) ) ) { return pZone; } } } }
return NULL; }
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