Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Bomb target area
//
//=============================================================================//
#include "cbase.h"
#include "cs_player.h"
#include "func_bomb_target.h"
#include "cs_gamerules.h"
LINK_ENTITY_TO_CLASS( func_bomb_target, CBombTarget );
BEGIN_DATADESC( CBombTarget )
DEFINE_FUNCTION( BombTargetTouch ),
DEFINE_FUNCTION( BombTargetUse ), //needed?
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "BombExplode", OnBombExplode ),
DEFINE_INPUTFUNC( FIELD_VOID, "BombPlanted", OnBombPlanted ),
DEFINE_INPUTFUNC( FIELD_VOID, "BombDefused", OnBombDefused ),
// Outputs
DEFINE_OUTPUT( m_OnBombExplode, "BombExplode" ),
DEFINE_OUTPUT( m_OnBombPlanted, "BombPlanted" ),
DEFINE_OUTPUT( m_OnBombDefused, "BombDefused" ),
DEFINE_KEYFIELD( m_bIsHeistBombTarget, FIELD_BOOLEAN, "heistbomb" ),
DEFINE_KEYFIELD( m_szMountTarget, FIELD_STRING, "bomb_mount_target" ),
END_DATADESC()
CBombTarget::CBombTarget( void )
{
m_bIsHeistBombTarget = false;
m_szMountTarget = NULL_STRING;
}
void CBombTarget::Spawn()
{
InitTrigger();
SetTouch( &CBombTarget::BombTargetTouch );
SetUse( &CBombTarget::BombTargetUse );
}
void CBombTarget::BombTargetTouch( CBaseEntity* pOther )
{
CCSPlayer *p = dynamic_cast< CCSPlayer* >( pOther );
if ( p )
{
if ( p->HasC4() && CSGameRules()->m_bBombPlanted == false )
{
p->m_bInBombZone = true;
p->m_iBombSiteIndex = entindex();
if ( !(p->m_iDisplayHistoryBits & DHF_IN_TARGET_ZONE) )
{
p->HintMessage( "#Hint_you_are_in_targetzone", false );
p->m_iDisplayHistoryBits |= DHF_IN_TARGET_ZONE;
}
}
}
}
void CBombTarget::BombTargetUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
//SUB_UseTargets( NULL, USE_TOGGLE, 0 );
DevMsg( 2, "BombTargetUse does nothing\n" );
}
// Relay to our outputs
void CBombTarget::OnBombExplode( inputdata_t &inputdata )
{
m_OnBombExplode.FireOutput(this, this);
}
// Relay to our outputs
void CBombTarget::OnBombPlanted( inputdata_t &inputdata )
{
m_OnBombPlanted.FireOutput(this, this);
}
// Relay to our outputs
void CBombTarget::OnBombDefused( inputdata_t &inputdata )
{
m_OnBombDefused.FireOutput(this, this);
}