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 "func_passtime_goalie_zone.h"
#include "tf_player.h"
#include "passtime_convars.h"
//-----------------------------------------------------------------------------
BEGIN_DATADESC( CFuncPasstimeGoalieZone ) END_DATADESC()
//-----------------------------------------------------------------------------
LINK_ENTITY_TO_CLASS( func_passtime_goalie_zone, CFuncPasstimeGoalieZone )
IMPLEMENT_AUTO_LIST( IFuncPasstimeGoalieZoneAutoList );
//-----------------------------------------------------------------------------
void CFuncPasstimeGoalieZone::Spawn() { AddSpawnFlags( SF_TRIGGER_ALLOW_CLIENTS ); BaseClass::Spawn(); InitTrigger(); }
//-----------------------------------------------------------------------------
bool CFuncPasstimeGoalieZone::BPlayerInAny( CTFPlayer *pPlayer ) { auto &all = AutoList(); for ( int i = 0; i < all.Count(); ++i ) { auto *pZone = (CFuncPasstimeGoalieZone *)all[i]; if ( pZone->IsTouching( pPlayer ) ) return true; } return false; }
//-----------------------------------------------------------------------------
bool CFuncPasstimeGoalieZone::BPlayerInFriendly( CTFPlayer *pPlayer ) { auto &all = AutoList(); int iPlayerTeam = pPlayer->GetTeamNumber(); for ( int i = 0; i < all.Count(); ++i ) { auto *pZone = (CFuncPasstimeGoalieZone *)all[i]; if ( (pZone->GetTeamNumber() == iPlayerTeam) && pZone->IsTouching( pPlayer ) ) return true; } return false; }
//-----------------------------------------------------------------------------
bool CFuncPasstimeGoalieZone::BPlayerInEnemy( CTFPlayer *pPlayer ) { auto &all = AutoList(); int iPlayerTeam = pPlayer->GetTeamNumber(); for ( int i = 0; i < all.Count(); ++i ) { auto *pZone = (CFuncPasstimeGoalieZone *)all[i]; if ( (pZone->GetTeamNumber() != iPlayerTeam) && pZone->IsTouching( pPlayer ) ) return true; } return false; }
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