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 "entityblocker.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
LINK_ENTITY_TO_CLASS( entity_blocker, CEntityBlocker );
//-----------------------------------------------------------------------------
// Purpose:
// Input : &origin -
// &mins -
// &maxs -
// NULL -
// Output : CEntityBlocker
//-----------------------------------------------------------------------------
CEntityBlocker *CEntityBlocker::Create( const Vector &origin, const Vector &mins, const Vector &maxs, CBaseEntity *pOwner, bool bBlockPhysics )
{
CEntityBlocker *pBlocker = (CEntityBlocker *) CBaseEntity::Create( "entity_blocker", origin, vec3_angle, pOwner );
if ( pBlocker != NULL )
{
pBlocker->SetSize( mins, maxs );
if ( bBlockPhysics )
{
pBlocker->VPhysicsInitStatic();
}
}
return pBlocker;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEntityBlocker::Spawn( void )
{
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_CUSTOMRAYTEST );
}
//-----------------------------------------------------------------------------
// Purpose: Entity blockers don't block tracelines so they don't screw up weapon fire, etc
//-----------------------------------------------------------------------------
bool CEntityBlocker::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace )
{
return false;
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CC_Test_Entity_Blocker( void )
{
CBasePlayer *pPlayer = UTIL_GetCommandClient();
Vector vecForward;
pPlayer->GetVectors( &vecForward, NULL, NULL );
trace_t tr;
Vector vecOrigin = pPlayer->GetAbsOrigin() + (vecForward * 256);
UTIL_TraceHull( vecOrigin + Vector(0,0,256), vecOrigin - Vector(0,0,256), VEC_HULL_MIN_SCALED( pPlayer ), VEC_HULL_MAX_SCALED( pPlayer ), MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr );
if ( !tr.allsolid && !tr.startsolid )
{
CEntityBlocker::Create( tr.endpos, VEC_HULL_MIN_SCALED( pPlayer ), VEC_HULL_MAX_SCALED( pPlayer ), NULL, true );
NDebugOverlay::Box( tr.endpos, VEC_HULL_MIN_SCALED( pPlayer ), VEC_HULL_MAX_SCALED( pPlayer ), 0, 255, 0, 64, 1000.0 );
}
}
static ConCommand test_entity_blocker("test_entity_blocker", CC_Test_Entity_Blocker, "Test command that drops an entity blocker out in front of the player.", FCVAR_CHEAT );