Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: contains entities who have no physical representation in the game, and who
// must be triggered by other entities to cause their effects.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "player.h"
#include "tier1/strtools.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: when fired, it changes which track the CD is playing
//-----------------------------------------------------------------------------
class CTargetCDAudioRep : public CPointEntity
{
public:
DECLARE_CLASS( CTargetCDAudioRep, CPointEntity );
void InputChangeCDTrack( inputdata_t &inputdata );
DECLARE_DATADESC();
private:
int m_iTrack; // CD track to change to when fired
};
LINK_ENTITY_TO_CLASS( target_cdaudio, CTargetCDAudioRep );
BEGIN_DATADESC( CTargetCDAudioRep )
DEFINE_KEYFIELD( m_iTrack, FIELD_INTEGER, "track" ),
DEFINE_INPUTFUNC( FIELD_VOID, "ChangeCDTrack", InputChangeCDTrack ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Changes the current playing CD track
//-----------------------------------------------------------------------------
void CTargetCDAudioRep::InputChangeCDTrack( inputdata_t &inputdata )
{
int iTrack = m_iTrack;
edict_t *pClient = NULL;
if ( gpGlobals->maxClients == 1 )
{
pClient = engine->PEntityOfEntIndex( 1 );
}
else
{
// In multiplayer, send it back to the activator
CBasePlayer *player = dynamic_cast< CBasePlayer * >( inputdata.pActivator );
if ( player )
{
pClient = player->edict();
}
}
// Can't play if the client is not connected!
if ( !pClient )
return;
if ( iTrack < -1 || iTrack > 30 )
{
Warning( "TargetCDAudio - Track %d out of range\n", iTrack );
return;
}
if ( iTrack == -1 )
{
engine->ClientCommand( pClient, "cd pause\n" );
}
else
{
engine->ClientCommand ( pClient, "cd play %3d\n", iTrack );
}
}
//-----------------------------------------------------------------------------
// Purpose: changes the gravity of the player who activates this entity
//-----------------------------------------------------------------------------
class CTargetChangeGravity : public CPointEntity
{
public:
DECLARE_CLASS( CTargetChangeGravity, CPointEntity );
DECLARE_DATADESC();
void InputChangeGrav( inputdata_t &inputdata );
void InputResetGrav( inputdata_t &inputdata );
int m_iGravity;
int m_iOldGrav;
};
LINK_ENTITY_TO_CLASS( target_changegravity, CTargetChangeGravity );
BEGIN_DATADESC( CTargetChangeGravity )
DEFINE_KEYFIELD( m_iGravity, FIELD_INTEGER, "gravity" ),
DEFINE_FIELD( m_iOldGrav, FIELD_INTEGER ),
DEFINE_INPUTFUNC( FIELD_VOID, "ChangeGrav", InputChangeGrav ),
DEFINE_INPUTFUNC( FIELD_VOID, "ResetGrav", InputResetGrav ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Input handler for changing the activator's gravity.
//-----------------------------------------------------------------------------
void CTargetChangeGravity::InputChangeGrav( inputdata_t &inputdata )
{
CBasePlayer *pl = ToBasePlayer( inputdata.pActivator );
if ( !pl )
return;
// Save the gravity to restore it in InputResetGrav
if ( m_iOldGrav )
m_iOldGrav = pl->GetGravity();
pl->SetGravity(m_iGravity);
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for resetting the activator's gravity.
//-----------------------------------------------------------------------------
void CTargetChangeGravity::InputResetGrav( inputdata_t &inputdata )
{
CBasePlayer *pl = ToBasePlayer( inputdata.pActivator );
if ( !pl )
return;
pl->SetGravity(m_iOldGrav);
}