Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: CTF NoGrenades Zone.
//
//=============================================================================//
#include "cbase.h"
#include "tf_player.h"
#include "tf_item.h"
#include "func_nogrenades.h"
LINK_ENTITY_TO_CLASS( func_nogrenades, CNoGrenadesZone );
//=============================================================================
//
// CTF NoGrenades Zone functions.
//
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CNoGrenadesZone::CNoGrenadesZone()
{
m_bDisabled = false;
}
//-----------------------------------------------------------------------------
// Purpose: Spawn function for the entity
//-----------------------------------------------------------------------------
void CNoGrenadesZone::Spawn( void )
{
Precache();
BaseClass::Spawn();
InitTrigger();
AddSpawnFlags( SF_TRIGGER_ALLOW_ALL ); // so we can keep track of who is touching us
AddEffects( EF_NODRAW );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNoGrenadesZone::Precache( void )
{
PrecacheModel( NOGRENADE_SPRITE );
}
//-----------------------------------------------------------------------------
// Purpose: Return true if the specified entity is touching this zone
//-----------------------------------------------------------------------------
bool CNoGrenadesZone::IsTouching( const CBaseEntity *pEntity ) const
{
return BaseClass::IsTouching( pEntity );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNoGrenadesZone::InputEnable( inputdata_t &inputdata )
{
SetDisabled( false );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNoGrenadesZone::InputDisable( inputdata_t &inputdata )
{
SetDisabled( true );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNoGrenadesZone::IsDisabled( void )
{
return m_bDisabled;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNoGrenadesZone::InputToggle( inputdata_t &inputdata )
{
if ( m_bDisabled )
{
SetDisabled( false );
}
else
{
SetDisabled( true );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNoGrenadesZone::SetDisabled( bool bDisabled )
{
m_bDisabled = bDisabled;
}
//-----------------------------------------------------------------------------
// Purpose: Return true if the specified entity is in a NoGrenades zone
//-----------------------------------------------------------------------------
bool InNoGrenadeZone( CBaseEntity *pEntity )
{
if ( pEntity )
{
CBaseEntity *pTempEnt = NULL;
while ( ( pTempEnt = gEntList.FindEntityByClassname( pTempEnt, "func_nogrenades" ) ) != NULL )
{
CNoGrenadesZone *pZone = dynamic_cast<CNoGrenadesZone *>( pTempEnt );
if ( !pZone->IsDisabled() && pZone->PointIsWithin( pEntity->GetAbsOrigin() ) )
{
int iTeam = pZone->GetTeamNumber();
if ( !iTeam || ( iTeam && ( pEntity->GetTeamNumber() == iTeam ) ) )
{
return true;
}
}
}
}
return false;
}