Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Rising liquid that acts as a one-way portal
//
// $NoKeywords: $
//===========================================================================//
#ifndef FUNC_LIQUIDPORTAL_H
#define FUNC_LIQUIDPORTAL_H
#ifdef _WIN32
#pragma once
#endif
#include "triggers.h"
class CFunc_LiquidPortal : public CBaseEntity
{
public:
DECLARE_CLASS( CFunc_LiquidPortal, CBaseEntity );
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
CFunc_LiquidPortal( void );
virtual void Spawn( void );
virtual void Activate( void );
virtual void Think( void );
virtual int UpdateTransmitState( void ) // set transmit filter to transmit always
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
virtual int Save( ISave &save );
virtual int Restore( IRestore &restore );
void InputSetLinkedLiquidPortal( inputdata_t &inputdata );
void InputSetFillTime( inputdata_t &inputdata ); //time it takes to fill the portal volume
void InputStartFilling( inputdata_t &inputdata ); //start filling with portal liquid, will teleport entities as they become completely enveloped
//add/remove teleportables to offload the selection process to triggers, each with their own filters
void InputAddActivatorToTeleportList( inputdata_t &inputdata ); //add an activator entity to the list of entities to teleport when filling
void InputRemoveActivatorFromTeleportList( inputdata_t &inputdata ); //remove an activator entity from the list of entities to teleport when filling
void ComputeLinkMatrix( void );
void SetLinkedLiquidPortal( CFunc_LiquidPortal *pLinked );
void TeleportImmersedEntity( CBaseEntity *pEntity );
CNetworkHandle( CFunc_LiquidPortal, m_hLinkedPortal ); //the portal this portal is linked to
VMatrix m_matrixThisToLinked; //the matrix that will transform a point relative to this portal, to a point relative to the linked portal
float m_fFillTime; //how long it takes to fill completely
bool m_bFillInProgress;
CNetworkVar( float, m_fFillStartTime ); // time started filling with portal liquid, will teleport entities as they become completely enveloped
CNetworkVar( float, m_fFillEndTime ); // time that filling should be finished and touching entities teleport
CUtlVector<EHANDLE> m_hTeleportList; //list of entities to teleport when filling
CUtlVector<EHANDLE> m_hLeftToTeleportThisFill; //list of entities that have not yet teleported during this fill, they get teleported out when fully immersed in the liquid
string_t m_strInitialLinkedPortal;
};
#endif //#ifndef FUNC_LIQUIDPORTAL_H