Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: area portal entity: toggles visibility areas on/off
//
// NOTE: These are not really brush entities. They are brush entities from a
// designer/worldcraft perspective, but by the time they reach the game, the
// brush model is gone and this is, in effect, a point entity.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "func_areaportalbase.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
enum areaportal_state
{
AREAPORTAL_CLOSED = 0,
AREAPORTAL_OPEN = 1,
};
class CAreaPortal : public CFuncAreaPortalBase
{
public:
DECLARE_CLASS( CAreaPortal, CFuncAreaPortalBase );
CAreaPortal();
virtual void Spawn( void );
virtual void Precache( void );
virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual bool KeyValue( const char *szKeyName, const char *szValue );
virtual int UpdateTransmitState();
// Input handlers
void InputOpen( inputdata_t &inputdata );
void InputClose( inputdata_t &inputdata );
void InputToggle( inputdata_t &inputdata );
virtual bool UpdateVisibility( const Vector &vOrigin, float fovDistanceAdjustFactor, bool &bIsOpenOnClient );
DECLARE_DATADESC();
private:
bool UpdateState( void );
int m_state;
};
LINK_ENTITY_TO_CLASS( func_areaportal, CAreaPortal );
BEGIN_DATADESC( CAreaPortal )
DEFINE_KEYFIELD( m_portalNumber, FIELD_INTEGER, "portalnumber" ),
DEFINE_FIELD( m_state, FIELD_INTEGER ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Open", InputOpen ),
DEFINE_INPUTFUNC( FIELD_VOID, "Close", InputClose ),
DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
// TODO: obsolete! remove
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputClose ),
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputOpen ),
END_DATADESC()
CAreaPortal::CAreaPortal()
{
m_state = AREAPORTAL_OPEN;
}
void CAreaPortal::Spawn( void )
{
AddEffects( EF_NORECEIVESHADOW | EF_NOSHADOW );
Precache();
}
//-----------------------------------------------------------------------------
// Purpose: notify the engine of the state at startup/restore
//-----------------------------------------------------------------------------
void CAreaPortal::Precache( void )
{
UpdateState();
}
//------------------------------------------------------------------------------
// Purpose :
//------------------------------------------------------------------------------
void CAreaPortal::InputClose( inputdata_t &inputdata )
{
m_state = AREAPORTAL_CLOSED;
UpdateState();
}
//------------------------------------------------------------------------------
// Purpose :
//------------------------------------------------------------------------------
void CAreaPortal::InputOpen( inputdata_t &inputdata )
{
m_state = AREAPORTAL_OPEN;
UpdateState();
}
//------------------------------------------------------------------------------
// Purpose :
//------------------------------------------------------------------------------
void CAreaPortal::InputToggle( inputdata_t &inputdata )
{
m_state = ((m_state == AREAPORTAL_OPEN) ? AREAPORTAL_CLOSED : AREAPORTAL_OPEN);
UpdateState();
}
bool CAreaPortal::UpdateVisibility( const Vector &vOrigin, float fovDistanceAdjustFactor, bool &bIsOpenOnClient )
{
if ( m_state )
{
// We're not closed, so give the base class a chance to close it.
return BaseClass::UpdateVisibility( vOrigin, fovDistanceAdjustFactor, bIsOpenOnClient );
}
else
{
bIsOpenOnClient = false;
return false;
}
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CAreaPortal::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( useType == USE_ON )
{
m_state = AREAPORTAL_OPEN;
}
else if ( useType == USE_OFF )
{
m_state = AREAPORTAL_CLOSED;
}
else
{
return;
}
UpdateState();
}
bool CAreaPortal::KeyValue( const char *szKeyName, const char *szValue )
{
if( FStrEq( szKeyName, "StartOpen" ) )
{
m_state = (atoi(szValue) != 0) ? AREAPORTAL_OPEN : AREAPORTAL_CLOSED;
return true;
}
else
{
return BaseClass::KeyValue( szKeyName, szValue );
}
}
bool CAreaPortal::UpdateState()
{
engine->SetAreaPortalState( m_portalNumber, m_state );
return !!m_state;
}
int CAreaPortal::UpdateTransmitState()
{
// Our brushes are kept around so don't transmit anything since we don't want to draw them.
return SetTransmitState( FL_EDICT_DONTSEND );
}