Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
// func_passtime_goal - based on func_capture_zone
#include "cbase.h"
#include "func_passtime_goal.h"
#include "tf_passtime_ball.h"
#include "tf_passtime_logic.h"
#include "passtime_convars.h"
#include "tf_team.h"
#include "tf_player.h"
#include "tf_gamerules.h"
#include "tf_gamestats.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
BEGIN_DATADESC( CFuncPasstimeGoal )
DEFINE_KEYFIELD( m_iPoints, FIELD_INTEGER, "points" ),
DEFINE_FUNCTION( CFuncPasstimeGoalShim::StartTouch ),
DEFINE_FUNCTION( CFuncPasstimeGoalShim::EndTouch ),
DEFINE_OUTPUT( m_onScoreBlu, "OnScoreBlu" ),
DEFINE_OUTPUT( m_onScoreRed, "OnScoreRed" ),
END_DATADESC()
//-----------------------------------------------------------------------------
LINK_ENTITY_TO_CLASS( func_passtime_goal, CFuncPasstimeGoal );
//-----------------------------------------------------------------------------
IMPLEMENT_SERVERCLASS_ST( CFuncPasstimeGoal, DT_FuncPasstimeGoal )
SendPropBool( SENDINFO( m_bTriggerDisabled ) ),
SendPropInt( SENDINFO( m_iGoalType ) ),
END_SEND_TABLE()
//-----------------------------------------------------------------------------
CFuncPasstimeGoal::CFuncPasstimeGoal()
{
m_iPoints = -1;
m_bTriggerDisabled = false;
}
//-----------------------------------------------------------------------------
void CFuncPasstimeGoal::Spawn()
{
// HACK spawnflags to work around initially wrong understanding of how triggers work; needs rewrite and map changes
AddSpawnFlags( GetSpawnFlags() << 24 );
RemoveSpawnFlags( 0xffffff );
AddSpawnFlags( SF_TRIGGER_ALLOW_CLIENTS | SF_TRIGGER_ALLOW_PHYSICS );
InitTrigger();
m_bTriggerDisabled = m_bDisabled;
SetThink( &CFuncPasstimeGoal::GoalThink );
SetNextThink( gpGlobals->curtime );
// set goal type
if ( BTowerGoal() )
{
m_iGoalType = TYPE_TOWER;
}
else if ( BEnablePlayerScore() )
{
m_iGoalType = TYPE_ENDZONE;
}
else
{
m_iGoalType = TYPE_HOOP;
}
}
//-----------------------------------------------------------------------------
void CFuncPasstimeGoal::GoalThink()
{
SetNextThink( gpGlobals->curtime );
m_bTriggerDisabled = m_bDisabled;
for( int i = 0; i < m_hTouchingEntities.Count(); ++i )
{
CTFPlayer *pPlayer = ToTFPlayer( m_hTouchingEntities[i] );
if ( pPlayer )
{
g_pPasstimeLogic->OnStayInGoal( pPlayer, this );
}
}
}
//-----------------------------------------------------------------------------
bool CFuncPasstimeGoal::CanTouchMe( CBaseEntity *pOther )
{
return !m_bDisabled
&& (pOther != 0)
&& (g_pPasstimeLogic != 0);
}
//-----------------------------------------------------------------------------
void CFuncPasstimeGoal::ShimStartTouch( CBaseEntity *pOther )
{
if ( !CanTouchMe( pOther ) )
{
return;
}
if ( CPasstimeBall *pBall = dynamic_cast<CPasstimeBall*>( pOther ) )
{
g_pPasstimeLogic->OnEnterGoal( pBall, this );
}
else if ( pOther->IsPlayer() )
{
g_pPasstimeLogic->OnEnterGoal( ToTFPlayer( pOther ), this );
}
}
//-----------------------------------------------------------------------------
void CFuncPasstimeGoal::ShimEndTouch( CBaseEntity *pOther )
{
if ( !CanTouchMe( pOther ) )
{
return;
}
if ( CPasstimeBall *pBall = dynamic_cast<CPasstimeBall*>( pOther ) )
{
g_pPasstimeLogic->OnExitGoal( pBall, this );
}
}
//-----------------------------------------------------------------------------
void CFuncPasstimeGoal::OnScore( int iTeam )
{
if( iTeam == TF_TEAM_RED )
{
m_onScoreRed.FireOutput( this, this );
}
else if( iTeam == TF_TEAM_BLUE )
{
m_onScoreBlu.FireOutput( this, this );
}
}
//-----------------------------------------------------------------------------
int CFuncPasstimeGoal::UpdateTransmitState()
{
// so the hud can point to it
return SetTransmitState( FL_EDICT_ALWAYS );
}