Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Implements hurting point entity
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "entitylist.h"
#include "gamerules.h"
#include "basecombatcharacter.h"
#include "ammodef.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
const int SF_PHURT_START_ON = 1;
class CPointHurt : public CPointEntity
{
DECLARE_CLASS( CPointHurt, CPointEntity );
public:
void Spawn( void );
void Precache( void );
void HurtThink( void );
// Input handlers
void InputTurnOn(inputdata_t &inputdata);
void InputTurnOff(inputdata_t &inputdata);
void InputToggle(inputdata_t &inputdata);
void InputHurt(inputdata_t &inputdata);
DECLARE_DATADESC();
int m_nDamage;
int m_bitsDamageType;
float m_flRadius;
float m_flDelay;
string_t m_strTarget;
EHANDLE m_pActivator;
};
BEGIN_DATADESC( CPointHurt )
DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "DamageRadius" ),
DEFINE_KEYFIELD( m_nDamage, FIELD_INTEGER, "Damage" ),
DEFINE_KEYFIELD( m_flDelay, FIELD_FLOAT, "DamageDelay" ),
DEFINE_KEYFIELD( m_bitsDamageType, FIELD_INTEGER, "DamageType" ),
DEFINE_KEYFIELD( m_strTarget, FIELD_STRING, "DamageTarget" ),
// Function Pointers
DEFINE_FUNCTION( HurtThink ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ),
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
DEFINE_INPUTFUNC( FIELD_VOID, "Hurt", InputHurt ),
DEFINE_FIELD( m_pActivator, FIELD_EHANDLE ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( point_hurt, CPointHurt );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPointHurt::Spawn(void)
{
SetThink( NULL );
SetUse( NULL );
m_pActivator = NULL;
if ( HasSpawnFlags( SF_PHURT_START_ON ) )
{
SetThink( &CPointHurt::HurtThink );
}
SetNextThink( gpGlobals->curtime + 0.1f );
if ( m_flRadius <= 0.0f )
{
m_flRadius = 128.0f;
}
if ( m_nDamage <= 0 )
{
m_nDamage = 2;
}
if ( m_flDelay <= 0 )
{
m_flDelay = 0.1f;
}
Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPointHurt::Precache( void )
{
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPointHurt::HurtThink( void )
{
if ( m_strTarget != NULL_STRING )
{
CBaseEntity *pEnt = NULL;
CTakeDamageInfo info( this, m_pActivator, m_nDamage, m_bitsDamageType );
while ( ( pEnt = gEntList.FindEntityByName( pEnt, m_strTarget, NULL, m_pActivator ) ) != NULL )
{
GuessDamageForce( &info, (pEnt->GetAbsOrigin() - GetAbsOrigin()), pEnt->GetAbsOrigin() );
pEnt->TakeDamage( info );
}
}
else
{
RadiusDamage( CTakeDamageInfo( this, this, m_nDamage, m_bitsDamageType ), GetAbsOrigin(), m_flRadius, CLASS_NONE, NULL );
}
SetNextThink( gpGlobals->curtime + m_flDelay );
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for turning on the point hurt.
//-----------------------------------------------------------------------------
void CPointHurt::InputTurnOn( inputdata_t &data )
{
SetThink( &CPointHurt::HurtThink );
SetNextThink( gpGlobals->curtime + 0.1f );
m_pActivator = data.pActivator;
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for turning off the point hurt.
//-----------------------------------------------------------------------------
void CPointHurt::InputTurnOff( inputdata_t &data )
{
SetThink( NULL );
m_pActivator = data.pActivator;
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for toggling the on/off state of the point hurt.
//-----------------------------------------------------------------------------
void CPointHurt::InputToggle( inputdata_t &data )
{
m_pActivator = data.pActivator;
if ( m_pfnThink == (void (CBaseEntity::*)())&CPointHurt::HurtThink )
{
SetThink( NULL );
}
else
{
SetThink( &CPointHurt::HurtThink );
}
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for instantaneously hurting whatever is near us.
//-----------------------------------------------------------------------------
void CPointHurt::InputHurt( inputdata_t &data )
{
m_pActivator = data.pActivator;
HurtThink();
}