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:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basecombatweapon.h"
#include "explode.h"
#include "eventqueue.h"
#include "gamerules.h"
#include "ammodef.h"
#include "in_buttons.h"
#include "soundent.h"
#include "ndebugoverlay.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "game.h"
#include "player.h"
#include "entitylist.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Spawnflags
#define SF_MESSAGE_DISABLED 1
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CMessageEntity : public CPointEntity
{
DECLARE_CLASS( CMessageEntity, CPointEntity );
public:
void Spawn( void );
void Activate( void );
void Think( void );
void DrawOverlays(void);
virtual void UpdateOnRemove();
void InputEnable( inputdata_t &inputdata );
void InputDisable( inputdata_t &inputdata );
DECLARE_DATADESC();
protected:
int m_radius;
string_t m_messageText;
bool m_drawText;
bool m_bDeveloperOnly;
bool m_bEnabled;
};
LINK_ENTITY_TO_CLASS( point_message, CMessageEntity );
BEGIN_DATADESC( CMessageEntity )
DEFINE_KEYFIELD( m_radius, FIELD_INTEGER, "radius" ),
DEFINE_KEYFIELD( m_messageText, FIELD_STRING, "message" ),
DEFINE_KEYFIELD( m_bDeveloperOnly, FIELD_BOOLEAN, "developeronly" ),
DEFINE_FIELD( m_drawText, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
END_DATADESC()
static CUtlVector< CHandle< CMessageEntity > > g_MessageEntities;
//-----------------------------------------
// Spawn
//-----------------------------------------
void CMessageEntity::Spawn( void )
{
SetNextThink( gpGlobals->curtime + 0.1f );
m_drawText = false;
m_bDeveloperOnly = false;
m_bEnabled = !HasSpawnFlags( SF_MESSAGE_DISABLED );
//m_debugOverlays |= OVERLAY_TEXT_BIT; // make sure we always show the text
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMessageEntity::Activate( void )
{
BaseClass::Activate();
CHandle< CMessageEntity > h;
h = this;
g_MessageEntities.AddToTail( h );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMessageEntity::UpdateOnRemove()
{
BaseClass::UpdateOnRemove();
CHandle< CMessageEntity > h;
h = this;
g_MessageEntities.FindAndRemove( h );
BaseClass::UpdateOnRemove();
}
//-----------------------------------------
// Think
//-----------------------------------------
void CMessageEntity::Think( void )
{
SetNextThink( gpGlobals->curtime + 0.1f );
// check for player distance
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
if ( !pPlayer || ( pPlayer->GetFlags() & FL_NOTARGET ) )
return;
Vector worldTargetPosition = pPlayer->EyePosition();
// bail if player is too far away
if ( (worldTargetPosition - GetAbsOrigin()).Length() > m_radius )
{
m_drawText = false;
return;
}
// turn on text
m_drawText = true;
}
//-------------------------------------------
//-------------------------------------------
void CMessageEntity::DrawOverlays(void)
{
if ( !m_drawText )
return;
if ( m_bDeveloperOnly && !g_pDeveloper->GetInt() )
return;
if ( !m_bEnabled )
return;
// display text if they are within range
char tempstr[512];
Q_snprintf( tempstr, sizeof(tempstr), "%s", STRING(m_messageText) );
EntityText( 0, tempstr, 0);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMessageEntity::InputEnable( inputdata_t &inputdata )
{
m_bEnabled = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMessageEntity::InputDisable( inputdata_t &inputdata )
{
m_bEnabled = false;
}
// This is a hack to make point_message stuff appear in developer 0 release builds
// for now
void DrawMessageEntities()
{
int c = g_MessageEntities.Count();
for ( int i = c - 1; i >= 0; i-- )
{
CMessageEntity *me = g_MessageEntities[ i ];
if ( !me )
{
g_MessageEntities.Remove( i );
continue;
}
me->DrawOverlays();
}
}