Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef FUNC_LADDER_H
#define FUNC_LADDER_H
#ifdef _WIN32
#pragma once
#endif
#if defined( CLIENT_DLL )
#define CFuncLadder C_FuncLadder
#define CInfoLadderDismount C_InfoLadderDismount
#endif
class CInfoLadderDismount : public CBaseEntity
{
public:
DECLARE_CLASS( CInfoLadderDismount, CBaseEntity );
DECLARE_NETWORKCLASS();
virtual void DrawDebugGeometryOverlays();
};
typedef CHandle< CInfoLadderDismount > CInfoLadderDismountHandle;
// Spawnflags
#define SF_LADDER_DONTGETON 1 // Set for ladders that are acting as automount points, but not really ladders
//-----------------------------------------------------------------------------
// Purpose: A player-climbable ladder
//-----------------------------------------------------------------------------
class CFuncLadder : public CBaseEntity
{
public:
DECLARE_CLASS( CFuncLadder, CBaseEntity );
DECLARE_NETWORKCLASS();
DECLARE_DATADESC();
CFuncLadder();
~CFuncLadder();
virtual void Spawn();
virtual void DrawDebugGeometryOverlays(void);
int GetDismountCount() const;
CInfoLadderDismount *GetDismount( int index );
void GetTopPosition( Vector& org );
void GetBottomPosition( Vector& org );
void ComputeLadderDir( Vector& bottomToTopVec );
void SetEndPoints( const Vector& p1, const Vector& p2 );
void InputEnable( inputdata_t &inputdata );
void InputDisable( inputdata_t &inputdata );
bool IsEnabled() const;
void PlayerGotOn( CBasePlayer *pPlayer );
void PlayerGotOff( CBasePlayer *pPlayer );
virtual void Activate();
bool DontGetOnLadder( void ) const;
static int GetLadderCount();
static CFuncLadder *GetLadder( int index );
static CUtlVector< CFuncLadder * > s_Ladders;
public:
void FindNearbyDismountPoints( const Vector& origin, float radius, CUtlVector< CInfoLadderDismountHandle >& list );
const char *GetSurfacePropName();
private:
void SearchForDismountPoints();
// Movement vector from "bottom" to "top" of ladder
CNetworkVector( m_vecLadderDir );
// Dismount points near top/bottom of ladder, precomputed
CUtlVector< CInfoLadderDismountHandle > m_Dismounts;
// Endpoints for checking for mount/dismount
CNetworkVector( m_vecPlayerMountPositionTop );
CNetworkVector( m_vecPlayerMountPositionBottom );
bool m_bDisabled;
CNetworkVar( bool, m_bFakeLadder );
#if defined( GAME_DLL )
string_t m_surfacePropName;
//-----------------------------------------------------
// Outputs
//-----------------------------------------------------
COutputEvent m_OnPlayerGotOnLadder;
COutputEvent m_OnPlayerGotOffLadder;
virtual int UpdateTransmitState();
#endif
};
inline bool CFuncLadder::IsEnabled() const
{
return !m_bDisabled;
}
const char *FuncLadder_GetSurfaceprops(CBaseEntity *pLadderEntity);
#endif // FUNC_LADDER_H