Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef PASSTIME_BALLCONTROLLER_H
#define PASSTIME_BALLCONTROLLER_H
#ifdef _WIN32
#pragma once
#endif
#include "util_shared.h"
class CPasstimeBall;
class CTFPlayer;
struct gamevcollisionevent_t;
//-----------------------------------------------------------------------------
class CPasstimeBallController : public TAutoList< CPasstimeBallController >
{
public:
// ApplyTo returns the number of controllers that were applied.
// BallCollision happens from vphysics callbacks.
// BallPickedUp happens after player gets ball, but before ball
// is removed from world.
static int ApplyTo( CPasstimeBall *pBall );
static int DisableOn( const CPasstimeBall *pBall );
static void BallCollision( CPasstimeBall *pBall, int iCollisionIndex, gamevcollisionevent_t *pEvent );
static void BallPickedUp( CPasstimeBall *pBall, CTFPlayer *pCatcher );
static void BallDamaged( CPasstimeBall *pBall );
static void BallSpawned( CPasstimeBall *pBall );
explicit CPasstimeBallController( int priority );
virtual ~CPasstimeBallController() {}
void SetIsEnabled( bool is );
bool IsEnabled() const;
int GetPriority() const;
protected:
virtual bool Apply( CPasstimeBall *pBall ) = 0;
virtual bool IsActive() const = 0;
virtual void OnBallCollision( CPasstimeBall *pBall, int iCollisionIndex, gamevcollisionevent_t *pEvent ) {}
virtual void OnBallPickedUp( CPasstimeBall *pBall, CTFPlayer *pCatcher ) {}
virtual void OnBallDamaged( CPasstimeBall *pBall ) {}
virtual void OnBallSpawned( CPasstimeBall *pBall ) {}
virtual void OnEnabled() {}
virtual void OnDisabled() {}
private:
bool m_bEnabled;
int m_iPriority; // higher priority comes first, must be > INT_MIN
// noncopyable
CPasstimeBallController( const CPasstimeBallController & ) = delete;
CPasstimeBallController( CPasstimeBallController && ) = delete;
CPasstimeBallController &operator=( const CPasstimeBallController & ) = delete;
CPasstimeBallController &operator=( CPasstimeBallController && ) = delete;
};
#endif // PASSTIME_BALLCONTROLLER_H