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723 lines
22 KiB
723 lines
22 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "baseobject_shared.h"
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#include <KeyValues.h>
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#include "tf_shareddefs.h"
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#include "engine/ivmodelinfo.h"
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#ifdef GAME_DLL
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#include "func_no_build.h"
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#include "tf_player.h"
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#include "tf_team.h"
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#include "func_no_build.h"
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#include "func_respawnroom.h"
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#else
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#include "c_tf_player.h"
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#include "c_tf_team.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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ConVar tf_obj_build_rotation_speed( "tf_obj_build_rotation_speed", "250", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Degrees per second to rotate building when player alt-fires during placement." );
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//-----------------------------------------------------------------------------
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// Purpose: Parse our model and create the buildpoints in it
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//-----------------------------------------------------------------------------
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void CBaseObject::CreateBuildPoints( void )
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{
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// Clear out any existing build points
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m_BuildPoints.RemoveAll();
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KeyValues * modelKeyValues = new KeyValues("");
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if ( !modelKeyValues->LoadFromBuffer( modelinfo->GetModelName( GetModel() ), modelinfo->GetModelKeyValueText( GetModel() ) ) )
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{
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return;
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}
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// Do we have a build point section?
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KeyValues *pkvAllBuildPoints = modelKeyValues->FindKey("build_points");
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if ( pkvAllBuildPoints )
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{
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KeyValues *pkvBuildPoint = pkvAllBuildPoints->GetFirstSubKey();
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while ( pkvBuildPoint )
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{
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// Find the attachment first
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const char *sAttachment = pkvBuildPoint->GetName();
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int iAttachmentNumber = LookupAttachment( sAttachment );
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if ( iAttachmentNumber > 0 )
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{
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AddAndParseBuildPoint( iAttachmentNumber, pkvBuildPoint );
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}
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else
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{
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Msg( "ERROR: Model %s specifies buildpoint %s, but has no attachment named %s.\n", STRING(GetModelName()), pkvBuildPoint->GetString(), pkvBuildPoint->GetString() );
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}
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pkvBuildPoint = pkvBuildPoint->GetNextKey();
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}
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}
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// Any virtual build points (build points that aren't on an attachment)?
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pkvAllBuildPoints = modelKeyValues->FindKey("virtual_build_points");
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if ( pkvAllBuildPoints )
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{
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KeyValues *pkvBuildPoint = pkvAllBuildPoints->GetFirstSubKey();
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while ( pkvBuildPoint )
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{
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AddAndParseBuildPoint( -1, pkvBuildPoint );
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pkvBuildPoint = pkvBuildPoint->GetNextKey();
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}
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}
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modelKeyValues->deleteThis();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseObject::AddAndParseBuildPoint( int iAttachmentNumber, KeyValues *pkvBuildPoint )
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{
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int iPoint = AddBuildPoint( iAttachmentNumber );
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m_BuildPoints[iPoint].m_bPutInAttachmentSpace = (pkvBuildPoint->GetInt( "PutInAttachmentSpace", 0 ) != 0);
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// Now see if we've got a set of valid objects specified
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KeyValues *pkvValidObjects = pkvBuildPoint->FindKey( "valid_objects" );
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if ( pkvValidObjects )
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{
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KeyValues *pkvObject = pkvValidObjects->GetFirstSubKey();
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while ( pkvObject )
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{
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const char *pSpecifiedObject = pkvObject->GetName();
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int iLenObjName = Q_strlen( pSpecifiedObject );
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// Find the object index for the name
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for ( int i = 0; i < OBJ_LAST; i++ )
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{
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if ( !Q_strncasecmp( GetObjectInfo( i )->m_pClassName, pSpecifiedObject, iLenObjName) )
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{
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AddValidObjectToBuildPoint( iPoint, i );
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break;
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}
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}
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pkvObject = pkvObject->GetNextKey();
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add a new buildpoint to my list of buildpoints
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//-----------------------------------------------------------------------------
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int CBaseObject::AddBuildPoint( int iAttachmentNum )
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{
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// Make a new buildpoint
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BuildPoint_t sNewPoint;
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sNewPoint.m_hObject = NULL;
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sNewPoint.m_iAttachmentNum = iAttachmentNum;
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sNewPoint.m_bPutInAttachmentSpace = false;
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Q_memset( sNewPoint.m_bValidObjects, 0, sizeof( sNewPoint.m_bValidObjects ) );
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// Insert it into our list
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return m_BuildPoints.AddToTail( sNewPoint );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseObject::AddValidObjectToBuildPoint( int iPoint, int iObjectType )
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{
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Assert( iPoint <= GetNumBuildPoints() );
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m_BuildPoints[iPoint].m_bValidObjects[ iObjectType ] = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CBaseObject::GetNumBuildPoints( void ) const
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{
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return m_BuildPoints.Size();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CBaseObject* CBaseObject::GetBuildPointObject( int iPoint )
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{
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Assert( iPoint >= 0 && iPoint <= GetNumBuildPoints() );
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return m_BuildPoints[iPoint].m_hObject;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if the specified object type can be built on this point
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//-----------------------------------------------------------------------------
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bool CBaseObject::CanBuildObjectOnBuildPoint( int iPoint, int iObjectType )
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{
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Assert( iPoint >= 0 && iPoint <= GetNumBuildPoints() );
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// Allowed to build here?
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if ( !m_BuildPoints[iPoint].m_bValidObjects[ iObjectType ] )
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return false;
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// Buildpoint empty?
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return ( m_BuildPoints[iPoint].m_hObject == NULL );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CBaseObject::GetBuildPoint( int iPoint, Vector &vecOrigin, QAngle &vecAngles )
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{
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Assert( iPoint >= 0 && iPoint <= GetNumBuildPoints() );
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int iAttachmentNum = m_BuildPoints[iPoint].m_iAttachmentNum;
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if ( iAttachmentNum == -1 )
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{
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vecOrigin = GetAbsOrigin();
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vecAngles = GetAbsAngles();
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return true;
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}
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else
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{
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return GetAttachment( m_BuildPoints[iPoint].m_iAttachmentNum, vecOrigin, vecAngles );
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}
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}
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int CBaseObject::GetBuildPointAttachmentIndex( int iPoint ) const
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{
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Assert( iPoint >= 0 && iPoint <= GetNumBuildPoints() );
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if ( m_BuildPoints[iPoint].m_bPutInAttachmentSpace )
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{
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return m_BuildPoints[iPoint].m_iAttachmentNum;
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}
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else
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{
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return 0;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseObject::SetObjectOnBuildPoint( int iPoint, CBaseObject *pObject )
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{
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Assert( iPoint >= 0 && iPoint <= GetNumBuildPoints() );
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m_BuildPoints[iPoint].m_hObject = pObject;
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}
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ConVar tf_obj_max_attach_dist( "tf_obj_max_attach_dist", "160", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CBaseObject::GetMaxSnapDistance( int iPoint )
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{
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return tf_obj_max_attach_dist.GetFloat();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return the number of objects on my build points
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//-----------------------------------------------------------------------------
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int CBaseObject::GetNumObjectsOnMe( void )
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{
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int iObjects = 0;
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for ( int i = 0; i < GetNumBuildPoints(); i++ )
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{
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if ( m_BuildPoints[i].m_hObject )
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{
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iObjects++;
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}
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}
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return iObjects;
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}
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//-----------------------------------------------------------------------------
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// I've finished building the specified object on the specified build point
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//-----------------------------------------------------------------------------
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int CBaseObject::FindObjectOnBuildPoint( CBaseObject *pObject )
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{
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for (int i = m_BuildPoints.Count(); --i >= 0; )
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{
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if (m_BuildPoints[i].m_hObject == pObject)
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return i;
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}
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return -1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CBaseObject *CBaseObject::GetObjectOfTypeOnMe( int iObjectType )
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{
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for ( int iObject = 0; iObject < GetNumObjectsOnMe(); ++iObject )
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{
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CBaseObject *pObject = dynamic_cast<CBaseObject*>( m_BuildPoints[iObject].m_hObject.Get() );
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if ( pObject )
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{
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if ( pObject->GetType() == iObjectType )
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return pObject;
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}
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}
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseObject::RemoveAllObjects( void )
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{
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#ifndef CLIENT_DLL
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for ( int i = 0; i < GetNumBuildPoints(); i++ )
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{
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if ( m_BuildPoints[i].m_hObject )
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{
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UTIL_Remove( m_BuildPoints[i].m_hObject );
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}
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}
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#endif // !CLIENT_DLL
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CBaseObject *CBaseObject::GetParentObject( void )
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{
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if ( GetMoveParent() )
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return dynamic_cast<CBaseObject*>(GetMoveParent());
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CBaseEntity *CBaseObject::GetParentEntity( void )
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{
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if ( GetMoveParent() )
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return GetMoveParent();
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return NULL;
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}
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static ConVar sv_ignore_hitboxes( "sv_ignore_hitboxes", "0", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Disable hitboxes" );
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bool CBaseObject::TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr )
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{
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bool bReturn = BaseClass::TestHitboxes( ray, fContentsMask, tr );
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if( !sv_ignore_hitboxes.GetBool() )
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return bReturn;
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if( !bReturn )
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{
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return false;
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}
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if( tr.fraction == 1.f && !tr.allsolid && !tr.startsolid )
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{
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return false;
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}
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return bReturn;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if this object should be active
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//-----------------------------------------------------------------------------
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bool CBaseObject::ShouldBeActive( void )
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{
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if ( IsDisabled() )
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return false;
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// Placing and/or constructing objects shouldn't be active
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if ( IsPlacing() || IsBuilding() || IsCarried() )
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set the object's type
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//-----------------------------------------------------------------------------
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void CBaseObject::SetType( int iObjectType )
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{
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m_iObjectType = iObjectType;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : act -
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//-----------------------------------------------------------------------------
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void CBaseObject::SetActivity( Activity act )
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{
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// Hrm, it's not actually a studio model...
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if ( !GetModelPtr() )
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return;
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int sequence = SelectWeightedSequence( act );
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if ( sequence != ACTIVITY_NOT_AVAILABLE )
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{
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m_Activity = act;
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SetObjectSequence( sequence );
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}
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else
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{
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m_Activity = ACT_INVALID;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Activity
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//-----------------------------------------------------------------------------
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Activity CBaseObject::GetActivity( ) const
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{
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return m_Activity;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Thin wrapper over CBaseAnimating::SetSequence to do bookkeeping.
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// Input : sequence -
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//-----------------------------------------------------------------------------
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void CBaseObject::SetObjectSequence( int sequence )
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{
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ResetSequence( sequence );
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SetCycle( GetReversesBuildingConstructionSpeed() != 0.0f ? 1.0f : 0.0f );
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#if !defined( CLIENT_DLL )
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if ( IsUsingClientSideAnimation() )
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{
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ResetClientsideFrame();
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseObject::OnGoActive( void )
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{
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#ifndef CLIENT_DLL
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while ( m_nDefaultUpgradeLevel + 1 > m_iUpgradeLevel )
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{
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StartUpgrading();
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}
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// Play startup animation
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PlayStartupAnimation();
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// Switch to the on state
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if ( GetModelPtr() )
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{
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int index = FindBodygroupByName( "powertoggle" );
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if ( index >= 0 )
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{
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SetBodygroup( index, 1 );
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}
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}
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UpdateDisabledState();
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseObject::OnGoInactive( void )
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{
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#ifndef CLIENT_DLL
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if ( GetModelPtr() )
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{
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// Switch to the off state
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int index = FindBodygroupByName( "powertoggle" );
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if ( index >= 0 )
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{
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SetBodygroup( index, 0 );
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}
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : collisionGroup -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CBaseObject::ShouldCollide( int collisionGroup, int contentsMask ) const
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{
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if ( collisionGroup == COLLISION_GROUP_PLAYER_MOVEMENT )
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{
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if ( GetCollisionGroup() == TFCOLLISION_GROUP_OBJECT_SOLIDTOPLAYERMOVEMENT )
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{
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return true;
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}
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switch( GetTeamNumber() )
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{
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case TF_TEAM_RED:
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if ( !( contentsMask & CONTENTS_REDTEAM ) )
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return false;
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break;
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case TF_TEAM_BLUE:
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if ( !( contentsMask & CONTENTS_BLUETEAM ) )
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return false;
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break;
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}
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}
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return BaseClass::ShouldCollide( collisionGroup, contentsMask );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Should objects repel players on the same team
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//-----------------------------------------------------------------------------
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bool CBaseObject::ShouldPlayersAvoid( void )
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{
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return ( GetCollisionGroup() == TFCOLLISION_GROUP_OBJECT );
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}
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//-----------------------------------------------------------------------------
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// Do we have to be built on an attachment point
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//-----------------------------------------------------------------------------
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bool CBaseObject::MustBeBuiltOnAttachmentPoint( void ) const
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{
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return (m_fObjectFlags & OF_MUST_BE_BUILT_ON_ATTACHMENT) != 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Find a place in the world where we should try to build this object
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//-----------------------------------------------------------------------------
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bool CBaseObject::CalculatePlacementPos( void )
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{
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CTFPlayer *pPlayer = GetOwner();
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if ( !pPlayer )
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return false;
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// Calculate build angles
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QAngle vecAngles = vec3_angle;
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vecAngles.y = pPlayer->EyeAngles().y;
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QAngle objAngles = vecAngles;
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SetAbsAngles( objAngles );
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UpdateDesiredBuildRotation( gpGlobals->frametime );
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objAngles.y = objAngles.y + m_flCurrentBuildRotation;
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SetLocalAngles( objAngles );
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AngleVectors( vecAngles, &m_vecBuildForward );
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// Adjust build distance based upon object size
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Vector2D vecObjectRadius;
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vecObjectRadius.x = MAX( fabs( m_vecBuildMins.m_Value.x ), fabs( m_vecBuildMaxs.m_Value.x ) );
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vecObjectRadius.y = MAX( fabs( m_vecBuildMins.m_Value.y ), fabs( m_vecBuildMaxs.m_Value.y ) );
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Vector2D vecPlayerRadius;
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Vector vecPlayerMins = pPlayer->WorldAlignMins();
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Vector vecPlayerMaxs = pPlayer->WorldAlignMaxs();
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vecPlayerRadius.x = MAX( fabs( vecPlayerMins.x ), fabs( vecPlayerMaxs.x ) );
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vecPlayerRadius.y = MAX( fabs( vecPlayerMins.y ), fabs( vecPlayerMaxs.y ) );
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m_flBuildDistance = vecObjectRadius.Length() + vecPlayerRadius.Length() + 4; // small safety buffer
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Vector vecBuildOrigin = pPlayer->WorldSpaceCenter() + m_vecBuildForward * m_flBuildDistance;
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m_vecBuildOrigin = vecBuildOrigin;
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Vector vErrorOrigin = vecBuildOrigin - (m_vecBuildMaxs - m_vecBuildMins) * 0.5f - m_vecBuildMins;
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Vector vBuildDims = m_vecBuildMaxs - m_vecBuildMins;
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Vector vHalfBuildDims = vBuildDims * 0.5;
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Vector vHalfBuildDimsXY( vHalfBuildDims.x, vHalfBuildDims.y, 0 );
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// Here, we start at the highest Z we'll allow for the top of the object. Then
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// we sweep an XY cross section downwards until it hits the ground.
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//
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// The rule is that the top of to box can't go lower than the player's feet, and the bottom of the
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// box can't go higher than the player's head.
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//
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// To simplify things in here, we treat the box as though it's symmetrical about all axes
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// (so mins = -maxs), then reoffset the box at the very end.
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Vector vHalfPlayerDims = (pPlayer->WorldAlignMaxs() - pPlayer->WorldAlignMins()) * 0.5f;
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float flBoxTopZ = pPlayer->WorldSpaceCenter().z + vHalfPlayerDims.z + vBuildDims.z;
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float flBoxBottomZ = pPlayer->WorldSpaceCenter().z - vHalfPlayerDims.z - vBuildDims.z;
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|
|
// First, find the ground (ie: where the bottom of the box goes).
|
|
trace_t tr;
|
|
float bottomZ = 0;
|
|
int nIterations = 8;
|
|
float topZ = flBoxTopZ;
|
|
float topZInc = (flBoxBottomZ - flBoxTopZ) / (nIterations-1);
|
|
int iIteration;
|
|
for ( iIteration = 0; iIteration < nIterations; iIteration++ )
|
|
{
|
|
UTIL_TraceHull(
|
|
Vector( m_vecBuildOrigin.x, m_vecBuildOrigin.y, topZ ),
|
|
Vector( m_vecBuildOrigin.x, m_vecBuildOrigin.y, flBoxBottomZ ),
|
|
-vHalfBuildDimsXY, vHalfBuildDimsXY, MASK_PLAYERSOLID_BRUSHONLY, this, COLLISION_GROUP_PLAYER_MOVEMENT, &tr );
|
|
bottomZ = tr.endpos.z;
|
|
|
|
// If there is no ground, then we can't place here.
|
|
if ( tr.fraction == 1 )
|
|
{
|
|
m_vecBuildOrigin = vErrorOrigin;
|
|
return false;
|
|
}
|
|
|
|
// if we found enough space to fit our object, place here
|
|
if ( topZ - bottomZ > vBuildDims.z && !tr.startsolid )
|
|
{
|
|
break;
|
|
}
|
|
|
|
topZ += topZInc;
|
|
}
|
|
|
|
if ( iIteration == nIterations )
|
|
{
|
|
m_vecBuildOrigin = vErrorOrigin;
|
|
return false;
|
|
}
|
|
|
|
// Now see if the range we've got leaves us room for our box.
|
|
if ( topZ - bottomZ < vBuildDims.z )
|
|
{
|
|
m_vecBuildOrigin = vErrorOrigin;
|
|
return false;
|
|
}
|
|
|
|
// Don't allow buildables on the train just yet.
|
|
if ( tr.m_pEnt && tr.m_pEnt->IsBSPModel() )
|
|
{
|
|
if ( FClassnameIs( tr.m_pEnt, "func_tracktrain" ) )
|
|
return false;
|
|
}
|
|
|
|
// Verify that it's not on too much of a slope by seeing how far the corners are from the ground.
|
|
Vector vBottomCenter( m_vecBuildOrigin.x, m_vecBuildOrigin.y, bottomZ );
|
|
if ( !VerifyCorner( vBottomCenter, -vHalfBuildDims.x, -vHalfBuildDims.y ) ||
|
|
!VerifyCorner( vBottomCenter, +vHalfBuildDims.x, +vHalfBuildDims.y ) ||
|
|
!VerifyCorner( vBottomCenter, +vHalfBuildDims.x, -vHalfBuildDims.y ) ||
|
|
!VerifyCorner( vBottomCenter, -vHalfBuildDims.x, +vHalfBuildDims.y ) )
|
|
{
|
|
m_vecBuildOrigin = vErrorOrigin;
|
|
return false;
|
|
}
|
|
|
|
// Ok, now we know the Z range where this box can fit.
|
|
Vector vBottomLeft = m_vecBuildOrigin - vHalfBuildDims;
|
|
vBottomLeft.z = bottomZ;
|
|
m_vecBuildOrigin = vBottomLeft - m_vecBuildMins;
|
|
|
|
m_vecBuildCenterOfMass = m_vecBuildOrigin + Vector( 0, 0, vHalfBuildDims.z );
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Checks a position to make sure a corner of a building can live there
|
|
//-----------------------------------------------------------------------------
|
|
bool CBaseObject::VerifyCorner( const Vector &vBottomCenter, float xOffset, float yOffset )
|
|
{
|
|
// NOTE: I am changing the 0.1 on the bottom start to 2.0 to deal with the epsilon differnece
|
|
// between the trace hull and trace line version of collision against a rotated bsp object.
|
|
// I will probably want to change the code if we find more bugs around this, but for now as
|
|
// a test changing it hear should be fine.
|
|
// Start slightly above the surface
|
|
Vector vStart( vBottomCenter.x + xOffset, vBottomCenter.y + yOffset, vBottomCenter.z + 2.0 );
|
|
|
|
trace_t tr;
|
|
UTIL_TraceLine(
|
|
vStart,
|
|
vStart - Vector( 0, 0, TF_OBJ_GROUND_CLEARANCE ),
|
|
MASK_PLAYERSOLID_BRUSHONLY, this, COLLISION_GROUP_PLAYER_MOVEMENT, &tr );
|
|
|
|
// Cannot build on very steep slopes ( > 45 degrees )
|
|
if ( tr.fraction < 1.0f )
|
|
{
|
|
Vector vecUp(0,0,1);
|
|
tr.plane.normal.NormalizeInPlace();
|
|
float flDot = DotProduct( tr.plane.normal, vecUp );
|
|
|
|
if ( flDot < 0.65 )
|
|
{
|
|
// Too steep
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return !tr.startsolid && tr.fraction < 1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Check that the selected position is buildable
|
|
//-----------------------------------------------------------------------------
|
|
bool CBaseObject::IsPlacementPosValid( void )
|
|
{
|
|
bool bValid = CalculatePlacementPos();
|
|
|
|
if ( !bValid )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
CTFPlayer *pPlayer = GetOwner();
|
|
|
|
if ( !pPlayer )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
#ifndef CLIENT_DLL
|
|
if ( !EstimateValidBuildPos() )
|
|
return false;
|
|
#endif
|
|
|
|
// Verify that the entire object can fit here
|
|
// Important! here we want to collide with players and other buildings, but not dropped weapons
|
|
trace_t tr;
|
|
UTIL_TraceEntity( this, m_vecBuildOrigin, m_vecBuildOrigin, MASK_SOLID, NULL, COLLISION_GROUP_PLAYER, &tr );
|
|
|
|
if ( tr.fraction < 1.0f )
|
|
return false;
|
|
|
|
// Make sure we can see the final position
|
|
UTIL_TraceLine( pPlayer->EyePosition(), m_vecBuildOrigin + Vector(0,0,m_vecBuildMaxs[2] * 0.5), MASK_PLAYERSOLID_BRUSHONLY, pPlayer, COLLISION_GROUP_NONE, &tr );
|
|
if ( tr.fraction < 1.0 )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Shared, update the build rotation
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CBaseObject::UpdateDesiredBuildRotation( float flFrameTime )
|
|
{
|
|
// approach desired build rotation
|
|
float flBuildRotation = 90.0f * m_iDesiredBuildRotations;
|
|
|
|
m_flCurrentBuildRotation = ApproachAngle( flBuildRotation, m_flCurrentBuildRotation, tf_obj_build_rotation_speed.GetFloat() * flFrameTime );
|
|
}
|