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_respawnflag.h"
#include "entity_capture_flag.h"
#include "tf_player.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
LINK_ENTITY_TO_CLASS( func_respawnflag, CFuncRespawnFlagZone );
BEGIN_DATADESC( CFuncRespawnFlagZone )
// Functions.
DEFINE_FUNCTION( Touch ),
END_DATADESC();
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CFuncRespawnFlagZone::CFuncRespawnFlagZone()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncRespawnFlagZone::Spawn( void )
{
AddSpawnFlags( SF_TRIGGER_ALLOW_ALL );
BaseClass::Spawn();
InitTrigger();
SetTouch( &CFuncRespawnFlagZone::Touch );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncRespawnFlagZone::Touch( CBaseEntity *pOther )
{
if ( !m_bDisabled )
{
if ( pOther->IsPlayer() )
{
CTFPlayer *pPlayer = ToTFPlayer( pOther );
if ( pPlayer && pPlayer->HasTheFlag() )
{
CCaptureFlag *pFlag = dynamic_cast<CCaptureFlag*>( pPlayer->GetItem() );
pPlayer->DropFlag();
if ( pFlag )
{
pFlag->ResetFlag();
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Return true if the specified entity is in a RespawnFlag zone
//-----------------------------------------------------------------------------
bool PointInRespawnFlagZone( const Vector &vecPoint )
{
CBaseEntity *pTempEnt = NULL;
while ( ( pTempEnt = gEntList.FindEntityByClassname( pTempEnt, "func_respawnflag" ) ) != NULL )
{
CFuncRespawnFlagZone *pZone = dynamic_cast<CFuncRespawnFlagZone *>(pTempEnt);
if ( pZone && !pZone->m_bDisabled && pZone->PointIsWithin( vecPoint ) )
{
return true;
}
}
return false;
}