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 "tf_passtime_ball.h"
#include "tf_passtime_logic.h"
#include "trigger_passtime_ball.h"
#include "tf_player.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//----------------------------------------------------------------------
LINK_ENTITY_TO_CLASS( trigger_passtime_ball, CTriggerPasstimeBall );
//-----------------------------------------------------------------------------
BEGIN_DATADESC( CTriggerPasstimeBall ) DEFINE_OUTPUT( m_onBallEnter, "OnBallEnter" ), DEFINE_OUTPUT( m_onBallExit, "OnBallExit" ), END_DATADESC()
//-----------------------------------------------------------------------------
void CTriggerPasstimeBall::Spawn() { m_bPresent = false; BaseClass::Spawn();
SetSolid( SOLID_BSP ); AddSolidFlags( FSOLID_NOT_SOLID | FSOLID_TRIGGER ); SetMoveType( MOVETYPE_NONE ); SetModel( STRING( GetModelName() ) ); // set size and link into world
AddEffects( EF_NODRAW );
SetThink( &CTriggerPasstimeBall::Update ); SetNextThink( gpGlobals->curtime ); }
//-----------------------------------------------------------------------------
static CBaseEntity *s_EntitiesInSphere[32]; bool CTriggerPasstimeBall::BTouching( CBaseEntity *pEnt ) { Ray_t ray; trace_t tr; ICollideable *pCollide = CollisionProp(); ray.Init( pEnt->GetAbsOrigin(), pEnt->GetAbsOrigin() ); enginetrace->ClipRayToCollideable( ray, MASK_ALL, pCollide, &tr ); return ( tr.startsolid ); }
//-----------------------------------------------------------------------------
void CTriggerPasstimeBall::Update() { // This is a crappy way to do this, but I couldn't find any way to make
// a normal trigger do what I want because I want enter/exit to be handled
// correctly when the ball is hidden.
// It would be more efficient to have the ball do this, but I'm
// trying to isolate this hack to where it makes the most sense.
SetNextThink( gpGlobals->curtime ); if ( !g_pPasstimeLogic || !g_pPasstimeLogic->GetBall() ) return;
CPasstimeBall *pBall = g_pPasstimeLogic->GetBall(); CBaseEntity *pEnt = pBall->GetCarrier(); if ( !pEnt ) pEnt = pBall;
bool bPresentNow = (pEnt && BTouching( pEnt )); if ( bPresentNow && !m_bPresent ) { m_onBallEnter.FireOutput( this, this ); } else if ( !bPresentNow && m_bPresent ) { m_onBallExit.FireOutput( this, this ); } m_bPresent = bPresentNow; }
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