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_flag_alert.h"
#include "entity_capture_flag.h"
#include "tf_player.h"
#include "tf_gamerules.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
LINK_ENTITY_TO_CLASS( func_flag_alert, CFuncFlagAlertZone );
BEGIN_DATADESC( CFuncFlagAlertZone )
DEFINE_KEYFIELD( m_bPlaySound, FIELD_BOOLEAN, "playsound" ),
DEFINE_KEYFIELD( m_nAlertDelay, FIELD_INTEGER, "alert_delay" ),
DEFINE_OUTPUT( m_OnTriggeredByTeam1, "OnTriggeredByTeam1" ),
DEFINE_OUTPUT( m_OnTriggeredByTeam2, "OnTriggeredByTeam2" ),
END_DATADESC();
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CFuncFlagAlertZone::CFuncFlagAlertZone()
{
for ( int i = 0 ; i < TF_TEAM_COUNT ; i++ )
{
m_flNextAlertTime[i] = 0.0f;
}
m_bPlaySound = true;
m_nAlertDelay = 10;
}
//-----------------------------------------------------------------------------`
// Purpose:
//-----------------------------------------------------------------------------
void CFuncFlagAlertZone::Spawn( void )
{
AddSpawnFlags( SF_TRIGGER_ALLOW_ALL );
BaseClass::Spawn();
InitTrigger();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncFlagAlertZone::StartTouch( CBaseEntity *pOther )
{
if ( !m_bDisabled )
{
if ( pOther && pOther->IsPlayer() && ( pOther->GetTeamNumber() != GetTeamNumber() ) )
{
CTFPlayer *pPlayer = ToTFPlayer( pOther );
if ( pPlayer && pPlayer->HasTheFlag() )
{
int iTeamNum = pPlayer->GetTeamNumber();
if ( gpGlobals->curtime > m_flNextAlertTime[iTeamNum] )
{
if ( m_bPlaySound && TFGameRules() )
{
int iBroadcastTeam = ( iTeamNum == TF_TEAM_RED ) ? TF_TEAM_BLUE : TF_TEAM_RED;
TFGameRules()->BroadcastSound( iBroadcastTeam, "Announcer.SecurityAlert" );
}
switch( iTeamNum )
{
case TF_TEAM_RED:
m_OnTriggeredByTeam1.FireOutput( this, this );
break;
case TF_TEAM_BLUE:
m_OnTriggeredByTeam2.FireOutput( this, this );
break;
default:
break;
}
m_flNextAlertTime[iTeamNum] = gpGlobals->curtime + m_nAlertDelay;
}
}
}
}
BaseClass::StartTouch( pOther );
}