Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: CTF Flag Capture Zone.
//
//=============================================================================//
#ifndef FUNC_CAPTURE_ZONE_H
#define FUNC_CAPTURE_ZONE_H
#ifdef _WIN32
#pragma once
#endif
#include "triggers.h"
// This class is to get around the fact that DEFINE_FUNCTION doesn't like multiple inheritance
class CCaptureZoneShim : public CBaseTrigger { virtual void ShimTouch( CBaseEntity *pOther ) = 0; public: void Touch( CBaseEntity *pOther ) { return ShimTouch( pOther ) ; } };
//=============================================================================
//
// CTF Flag Capture Zone class.
//
DECLARE_AUTO_LIST( ICaptureZoneAutoList ); class CCaptureZone : public CCaptureZoneShim, public ICaptureZoneAutoList { DECLARE_CLASS( CCaptureZone, CCaptureZoneShim );
public: DECLARE_SERVERCLASS();
CCaptureZone();
void Spawn(); virtual void Activate(); virtual void ShimTouch( CBaseEntity *pOther ) OVERRIDE;
void Capture( CBaseEntity *pOther );
bool IsDisabled( void ); void SetDisabled( bool bDisabled );
// Input handlers
void InputEnable( inputdata_t &inputdata ); void InputDisable( inputdata_t &inputdata );
int UpdateTransmitState( void );
void PlayerDestructionThink( void );
private:
CNetworkVar( bool, m_bDisabled ); // Enabled/Disabled?
int m_nCapturePoint; // Used in non-CTF maps to identify this capture point
COutputEvent m_outputOnCapture; // Fired a flag is captured on this point.
COutputEvent m_OnCapTeam1; COutputEvent m_OnCapTeam2; COutputEvent m_OnCapTeam1_PD; COutputEvent m_OnCapTeam2_PD;
DECLARE_DATADESC();
float m_flNextTouchingEnemyZoneWarning; // don't spew warnings to the player who is touching the wrong cap
bool m_bShouldBlock; float m_flCaptureDelay; float m_flCaptureDelayOffset; };
//=============================================================================
//
// CTF Flag Detection Zone class.
//
DECLARE_AUTO_LIST( IFlagDetectionZoneAutoList ); class CFlagDetectionZone : public CBaseTrigger, public IFlagDetectionZoneAutoList { DECLARE_CLASS( CFlagDetectionZone, CBaseTrigger );
public:
CFlagDetectionZone();
void Spawn(); void StartTouch( CBaseEntity *pOther ); void EndTouch( CBaseEntity *pOther );
bool IsDisabled( void ) { return m_bDisabled; } void SetDisabled( bool bDisabled ); bool IsAlarmZone( void ){ return m_bShouldAlarm; }
// Input handlers
void InputEnable( inputdata_t &inputdata ); void InputDisable( inputdata_t &inputdata ); void InputTest( inputdata_t &inputdata );
void FlagDropped( CBasePlayer *pPlayer ); void FlagPickedUp( CBasePlayer *pPlayer ); void FlagCaptured( CBasePlayer *pPlayer );
private:
bool EntityIsFlagCarrier( CBaseEntity *pEntity );
bool m_bDisabled; // Enabled/Disabled?
bool m_bShouldAlarm;
COutputEvent m_outputOnStartTouchFlag; // Fired when a flag or player holding the flag touches
COutputEvent m_outputOnEndTouchFlag; COutputEvent m_outputOnDroppedFlag; COutputEvent m_outputOnPickedUpFlag;
// Entities currently being touched by this trigger
CUtlVector< EHANDLE > m_hTouchingPlayers;
DECLARE_DATADESC(); };
// Fire output for detection zones if entity is in a the zone
void HandleFlagDroppedInDetectionZone( CBasePlayer *pPlayer ); void HandleFlagPickedUpInDetectionZone( CBasePlayer *pPlayer ); void HandleFlagCapturedInDetectionZone( CBasePlayer *pPlayer );
#endif // FUNC_CAPTURE_ZONE_H
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