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 "tfc_player.h"
#include "tfc_building.h"
//=========================================================================
// Destroys a single Engineer building
void DestroyBuilding(CTFCPlayer *eng, char *bld) { CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, bld ); while ( pEnt ) { CTFBaseBuilding *pBuilding = dynamic_cast<CTFBaseBuilding*>( pEnt );
if (pBuilding && pBuilding->real_owner == eng) { // If it's fallen out of the world, give the engineer
// some metal back
int pos = UTIL_PointContents(pEnt->GetAbsOrigin()); #ifdef TFCTODO // CONTENTS_SKY doesn't exist in the new engine
if (pos == CONTENT_SOLID || pos == CONTENT_SKY) #else
if (pos == CONTENTS_SOLID) #endif
{ eng->GiveAmmo( 100, TFC_AMMO_CELLS ); eng->TeamFortress_CheckClassStats(); }
pEnt->TakeDamage( CTakeDamageInfo( pEnt, pEnt, 500, 0 ) ); }
pEnt = gEntList.FindEntityByClassname( pEnt, bld ); } }
//=========================================================================
// Destroys a teleporter (determined by type)
void DestroyTeleporter(CTFCPlayer *eng, int type) { CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "building_teleporter" ); while ( pEnt ) { CTFTeleporter *pTeleporter = dynamic_cast<CTFTeleporter*>( pEnt );
if (pTeleporter && pTeleporter->real_owner == eng && pTeleporter->m_iType == type ) { // If it's fallen out of the world, give the engineer
// some metal back
int pos = UTIL_PointContents(pEnt->GetAbsOrigin()); #ifdef TFCTODO // CONTENTS_SKY doesn't exist in the new engine
if (pos == CONTENT_SOLID || pos == CONTENT_SKY) #else
if (pos == CONTENTS_SOLID) #endif
{ eng->GiveAmmo( 100, TFC_AMMO_CELLS ); eng->TeamFortress_CheckClassStats(); }
pEnt->TakeDamage( CTakeDamageInfo( pEnt, pEnt, 500, 0 ) ); }
pEnt = gEntList.FindEntityByClassname( pEnt, "building_teleporter" ); } }
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