Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: static_prop - don't move, don't animate, don't do anything.
// physics_prop - move, take damage, but don't animate
//
//===========================================================================//
#ifndef TF_PROPS_H
#define TF_PROPS_H
#include "props.h"
#include "triggers.h"
#include "tf_player.h"
class CPropSoccerBall : public CPhysicsProp { DECLARE_CLASS( CPropSoccerBall, CPhysicsProp ); public: CPropSoccerBall() : m_flNextAllowedImpactTime( 0.f ), m_hLastToucher( NULL ) {}
DECLARE_DATADESC()
virtual void Precache(); virtual void Spawn();
// Here's the deal. The ball is a trigger, but triggers are not allowed to touch other triggers. To get around this,
// we're going to specify the names of the triggers we actually want to touch and then we're going to manually try to
// touch them. Our collision system is a vortex of insanity.
void TriggerTouchThink(); virtual void Activate() OVERRIDE; virtual bool TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace ); virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ){} void BallTouch( CBaseEntity *pOther ); CTFPlayer *GetLastToucher( void ){ return m_hLastToucher.Get(); }
virtual bool ShouldBlockNav() const OVERRIDE { return false; }
private: string_t m_iszTriggers; float m_flNextAllowedImpactTime; CUtlVector< CBaseTrigger* > m_vecTriggers; CHandle< CTFPlayer > m_hLastToucher; };
#endif // TF_PROPS_H
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