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104 lines
2.3 KiB
104 lines
2.3 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: A volume which bumps portal placement. Keeps a global list loaded in from the map
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// and provides an interface with which prop_portal can get this list and avoid successfully
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// creating portals partially inside the volume.
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//
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// $NoKeywords: $
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//======================================================================================//
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#include "cbase.h"
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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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// Spawnflags
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#define SF_START_INACTIVE 0x01
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class CFuncPortalBumper : public CBaseEntity
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{
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public:
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DECLARE_CLASS( CFuncPortalBumper, CBaseEntity );
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CFuncPortalBumper();
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// Overloads from base entity
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virtual void Spawn( void );
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// Inputs to flip functionality on and off
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void InputActivate( inputdata_t &inputdata );
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void InputDeactivate( inputdata_t &inputdata );
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void InputToggle( inputdata_t &inputdata );
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// misc public methods
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bool IsActive() { return m_bActive; } // is this area currently bumping portals
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DECLARE_DATADESC();
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private:
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bool m_bActive; // are we currently blocking portals
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};
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LINK_ENTITY_TO_CLASS( func_portal_bumper, CFuncPortalBumper );
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BEGIN_DATADESC( CFuncPortalBumper )
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DEFINE_FIELD( m_bActive, FIELD_BOOLEAN ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "Deactivate", InputDeactivate ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
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DEFINE_FUNCTION( IsActive ),
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END_DATADESC()
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CFuncPortalBumper::CFuncPortalBumper()
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{
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m_bActive = true;
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}
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void CFuncPortalBumper::Spawn()
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{
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BaseClass::Spawn();
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if ( m_spawnflags & SF_START_INACTIVE )
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{
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m_bActive = false;
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}
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else
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{
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m_bActive = true;
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}
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// Bind to our model, cause we need the extents for bounds checking
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SetModel( STRING( GetModelName() ) );
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SetRenderMode( kRenderNone ); // Don't draw
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SetSolid( SOLID_VPHYSICS ); // we may want slanted walls, so we'll use OBB
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AddSolidFlags( FSOLID_NOT_SOLID );
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}
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void CFuncPortalBumper::InputActivate( inputdata_t &inputdata )
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{
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m_bActive = true;
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}
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void CFuncPortalBumper::InputDeactivate( inputdata_t &inputdata )
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{
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m_bActive = false;
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}
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void CFuncPortalBumper::InputToggle( inputdata_t &inputdata )
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{
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m_bActive = !m_bActive;
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}
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