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 "func_ladder.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: A transient entity used to construct a true CFuncLadder
// FIXME: THIS ENTITY IS OBSOLETE NOW, SHOULD BE REMOVED FROM HERE AND .FGD AT SOME POINT!!!
//-----------------------------------------------------------------------------
class CFuncLadderEndPoint : public CBaseEntity
{
public:
DECLARE_CLASS( CFuncLadderEndPoint, CBaseEntity );
virtual void Activate();
private:
bool Validate();
};
LINK_ENTITY_TO_CLASS( func_ladderendpoint, CFuncLadderEndPoint );
void CFuncLadderEndPoint::Activate()
{
BaseClass::Activate();
if ( IsMarkedForDeletion() )
return;
Validate();
}
bool CFuncLadderEndPoint::Validate()
{
// Find the the other end
Vector startPos = GetAbsOrigin();
CFuncLadderEndPoint *other = dynamic_cast< CFuncLadderEndPoint * >( GetNextTarget() );
if ( !other )
{
DevMsg( 1, "func_ladderendpoint(%s) without matching target\n", GetEntityName().ToCStr() );
return false;
}
Vector endPos = other->GetAbsOrigin();
CFuncLadder *ladder = ( CFuncLadder * )CreateEntityByName( "func_useableladder" );
if ( ladder )
{
ladder->SetEndPoints( startPos, endPos );
ladder->SetAbsOrigin( GetAbsOrigin() );
ladder->SetParent( GetParent() );
ladder->SetName( GetEntityName() );
ladder->Spawn();
}
// Delete both endpoints
UTIL_Remove( other );
UTIL_Remove( this );
return true;
}