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 "func_forcefield.h"
#include "tf_shareddefs.h"
#include "tf_gamerules.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_AUTO_LIST( IFuncForceFieldAutoList );
//===========================================================================================================
LINK_ENTITY_TO_CLASS( func_forcefield, CFuncForceField );
BEGIN_DATADESC( CFuncForceField ) END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CFuncForceField, DT_FuncForceField ) END_SEND_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncForceField::Spawn( void ) { BaseClass::Spawn(); SetActive( IsOn() ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CFuncForceField::UpdateTransmitState() { return SetTransmitState( FL_EDICT_ALWAYS ); }
//-----------------------------------------------------------------------------
// Purpose: Only transmit this entity to clients that aren't in our team
//-----------------------------------------------------------------------------
int CFuncForceField::ShouldTransmit( const CCheckTransmitInfo *pInfo ) { return FL_EDICT_ALWAYS; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncForceField::TurnOff( void ) { BaseClass::TurnOff(); SetActive( false ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncForceField::TurnOn( void ) { BaseClass::TurnOn(); SetActive( true ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CFuncForceField::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; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncForceField::SetActive( bool bActive ) { if ( bActive ) { // We're a trigger, but we want to be solid. Our ShouldCollide() will make
// us non-solid to members of the team that spawns here.
RemoveSolidFlags( FSOLID_TRIGGER ); RemoveSolidFlags( FSOLID_NOT_SOLID ); } else { AddSolidFlags( FSOLID_NOT_SOLID ); AddSolidFlags( FSOLID_TRIGGER ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool PointsCrossForceField( const Vector& vecStart, const Vector &vecEnd, int nTeamToIgnore ) { // Setup the ray.
Ray_t ray; ray.Init( vecStart, vecEnd );
for ( int i = 0; i < IFuncForceFieldAutoList::AutoList().Count(); ++i ) { CFuncForceField *pEntity = static_cast< CFuncForceField* >( IFuncForceFieldAutoList::AutoList()[i] );
if ( pEntity->m_iDisabled ) continue;
if ( pEntity->GetTeamNumber() == nTeamToIgnore && nTeamToIgnore != TEAM_UNASSIGNED ) continue;
trace_t trace; enginetrace->ClipRayToEntity( ray, MASK_ALL, pEntity, &trace ); if ( trace.fraction < 1.0f ) { return true; } }
return false; }
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