You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
542 lines
16 KiB
542 lines
16 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
//=============================================================================
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "func_respawnroom.h"
|
||
|
#include "func_no_build.h"
|
||
|
#include "tf_team.h"
|
||
|
#include "ndebugoverlay.h"
|
||
|
#include "tf_gamerules.h"
|
||
|
#include "entity_tfstart.h"
|
||
|
#include "modelentities.h"
|
||
|
#include "tf_obj_sentrygun.h"
|
||
|
#include "entity_rune.h"
|
||
|
#include "tf_item.h"
|
||
|
|
||
|
// memdbgon must be the last include file in a .cpp file!!!
|
||
|
#include "tier0/memdbgon.h"
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Visualizes a respawn room to the enemy team
|
||
|
//-----------------------------------------------------------------------------
|
||
|
DECLARE_AUTO_LIST( IFuncRespawnRoomVisualizerAutoList );
|
||
|
|
||
|
class CFuncRespawnRoomVisualizer : public CFuncBrush, public IFuncRespawnRoomVisualizerAutoList
|
||
|
{
|
||
|
DECLARE_CLASS( CFuncRespawnRoomVisualizer, CFuncBrush );
|
||
|
public:
|
||
|
DECLARE_DATADESC();
|
||
|
DECLARE_SERVERCLASS();
|
||
|
|
||
|
CFuncRespawnRoomVisualizer();
|
||
|
|
||
|
virtual void Spawn( void );
|
||
|
void InputRoundActivate( inputdata_t &inputdata );
|
||
|
int DrawDebugTextOverlays( void );
|
||
|
CFuncRespawnRoom *GetRespawnRoom( void ) { return m_hRespawnRoom; }
|
||
|
|
||
|
virtual int UpdateTransmitState( void );
|
||
|
virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo );
|
||
|
virtual bool ShouldCollide( int collisionGroup, int contentsMask ) const;
|
||
|
|
||
|
void InputSetSolid( inputdata_t &inputdata );
|
||
|
|
||
|
void SetActive( bool bActive );
|
||
|
|
||
|
protected:
|
||
|
string_t m_iszRespawnRoomName;
|
||
|
CHandle<CFuncRespawnRoom> m_hRespawnRoom;
|
||
|
bool m_bSolid;
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_AUTO_LIST( IFuncRespawnRoomVisualizerAutoList );
|
||
|
|
||
|
IMPLEMENT_AUTO_LIST( IFuncRespawnRoomAutoList );
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( func_respawnroom, CFuncRespawnRoom);
|
||
|
|
||
|
BEGIN_DATADESC( CFuncRespawnRoom )
|
||
|
DEFINE_FUNCTION( CFuncRespawnRoomShim::Touch ),
|
||
|
// inputs
|
||
|
DEFINE_INPUTFUNC( FIELD_VOID, "SetActive", InputSetActive ),
|
||
|
DEFINE_INPUTFUNC( FIELD_VOID, "SetInactive", InputSetInactive ),
|
||
|
DEFINE_INPUTFUNC( FIELD_VOID, "ToggleActive", InputToggleActive ),
|
||
|
DEFINE_INPUTFUNC( FIELD_VOID, "RoundActivate", InputRoundActivate ),
|
||
|
END_DATADESC()
|
||
|
|
||
|
IMPLEMENT_SERVERCLASS_ST( CFuncRespawnRoom, DT_FuncRespawnRoom )
|
||
|
END_SEND_TABLE()
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CFuncRespawnRoom::CFuncRespawnRoom()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Initializes the resource zone
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFuncRespawnRoom::Spawn( void )
|
||
|
{
|
||
|
AddSpawnFlags(SF_TRIGGER_ALLOW_CLIENTS);
|
||
|
|
||
|
BaseClass::Spawn();
|
||
|
InitTrigger();
|
||
|
|
||
|
SetCollisionGroup( TFCOLLISION_GROUP_RESPAWNROOMS );
|
||
|
|
||
|
m_bActive = true;
|
||
|
SetTouch( &CFuncRespawnRoom::RespawnRoomTouch );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFuncRespawnRoom::Activate( void )
|
||
|
{
|
||
|
BaseClass::Activate();
|
||
|
m_iOriginalTeam = GetTeamNumber();
|
||
|
SetActive( true );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : pOther - The thing that touched us.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFuncRespawnRoom::RespawnRoomTouch(CBaseEntity *pOther)
|
||
|
{
|
||
|
if ( TFGameRules()->IsMannVsMachineMode() )
|
||
|
{
|
||
|
if ( GetTeamNumber() == TF_TEAM_PVE_INVADERS )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( PassesTriggerFilters( pOther ) )
|
||
|
{
|
||
|
if ( pOther->IsPlayer() && InSameTeam( pOther ) )
|
||
|
{
|
||
|
// Players carrying the flag drop it if they try to run into a respawn room
|
||
|
CTFPlayer *pPlayer = ToTFPlayer( pOther );
|
||
|
if ( pPlayer->HasTheFlag() )
|
||
|
{
|
||
|
pPlayer->DropFlag();
|
||
|
}
|
||
|
else if ( TFGameRules() && TFGameRules()->GetGameType() == TF_GAMETYPE_PD && pPlayer->HasItem() && ( pPlayer->GetItem()->GetItemID() == TF_ITEM_CAPTURE_FLAG ) )
|
||
|
{
|
||
|
pPlayer->GetItem()->Drop( pPlayer, true, true, true );
|
||
|
}
|
||
|
|
||
|
if ( pPlayer->m_Shared.IsCarryingObject() && TFGameRules()->IsMannVsMachineMode() )
|
||
|
{
|
||
|
CObjectSentrygun *pSentry = dynamic_cast< CObjectSentrygun* >( pPlayer->m_Shared.GetCarriedObject() );
|
||
|
if ( pSentry )
|
||
|
{
|
||
|
pSentry->UpdatePlacement();
|
||
|
pSentry->DetonateObject();
|
||
|
}
|
||
|
}
|
||
|
// Drop your powerup rune when entering a respawn room.
|
||
|
// False parameter ensures rune isn't unintentionally 'thrown' into the respawn room
|
||
|
pPlayer->DropRune( false );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFuncRespawnRoom::StartTouch(CBaseEntity *pOther)
|
||
|
{
|
||
|
CTFPlayer *pTFPlayer = ToTFPlayer( pOther );
|
||
|
if ( pTFPlayer )
|
||
|
{
|
||
|
pTFPlayer->m_Shared.IncrementRespawnTouchCount();
|
||
|
}
|
||
|
|
||
|
BaseClass::StartTouch( pOther );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFuncRespawnRoom::EndTouch(CBaseEntity *pOther)
|
||
|
{
|
||
|
CTFPlayer *pTFPlayer = ToTFPlayer( pOther );
|
||
|
if ( pTFPlayer )
|
||
|
{
|
||
|
pTFPlayer->m_Shared.DecrementRespawnTouchCount();
|
||
|
}
|
||
|
|
||
|
BaseClass::EndTouch( pOther );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFuncRespawnRoom::InputSetActive( inputdata_t &inputdata )
|
||
|
{
|
||
|
SetActive( true );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFuncRespawnRoom::InputSetInactive( inputdata_t &inputdata )
|
||
|
{
|
||
|
SetActive( false );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFuncRespawnRoom::InputToggleActive( inputdata_t &inputdata )
|
||
|
{
|
||
|
if ( m_bActive )
|
||
|
{
|
||
|
SetActive( false );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetActive( true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFuncRespawnRoom::InputRoundActivate( inputdata_t &input )
|
||
|
{
|
||
|
if ( m_iOriginalTeam == TEAM_UNASSIGNED )
|
||
|
{
|
||
|
ChangeTeam( TEAM_UNASSIGNED );
|
||
|
|
||
|
// If we don't have a team, find a respawn point inside us that we can derive a team from.
|
||
|
for ( int i=0; i<ITFTeamSpawnAutoList::AutoList().Count(); ++i )
|
||
|
{
|
||
|
CTFTeamSpawn *pTFSpawn = static_cast< CTFTeamSpawn* >( ITFTeamSpawnAutoList::AutoList()[i] );
|
||
|
if ( PointIsWithin( pTFSpawn->GetAbsOrigin() ) )
|
||
|
{
|
||
|
if ( !pTFSpawn->IsDisabled() && pTFSpawn->GetTeamNumber() > LAST_SHARED_TEAM )
|
||
|
{
|
||
|
ChangeTeam( pTFSpawn->GetTeamNumber() );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( GetTeamNumber() == TEAM_UNASSIGNED )
|
||
|
{
|
||
|
DevMsg( "Unassigned %s(%s) failed to find an info_player_teamspawn within it to use.\n", GetClassname(), GetDebugName() );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFuncRespawnRoom::ChangeTeam( int iTeamNum )
|
||
|
{
|
||
|
BaseClass::ChangeTeam( iTeamNum );
|
||
|
|
||
|
for ( int i = m_hVisualizers.Count()-1; i >= 0; i-- )
|
||
|
{
|
||
|
if ( m_hVisualizers[i] )
|
||
|
{
|
||
|
Assert( m_hVisualizers[i]->GetRespawnRoom() == this );
|
||
|
m_hVisualizers[i]->ChangeTeam( iTeamNum );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_hVisualizers.Remove(i);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFuncRespawnRoom::SetActive( bool bActive )
|
||
|
{
|
||
|
m_bActive = bActive;
|
||
|
if ( m_bActive )
|
||
|
{
|
||
|
Enable();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Disable();
|
||
|
}
|
||
|
|
||
|
for ( int i = m_hVisualizers.Count()-1; i >= 0; i-- )
|
||
|
{
|
||
|
if ( m_hVisualizers[i] )
|
||
|
{
|
||
|
Assert( m_hVisualizers[i]->GetRespawnRoom() == this );
|
||
|
m_hVisualizers[i]->SetActive( m_bActive );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_hVisualizers.Remove(i);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CFuncRespawnRoom::GetActive() const
|
||
|
{
|
||
|
return m_bActive;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFuncRespawnRoom::AddVisualizer( CFuncRespawnRoomVisualizer *pViz )
|
||
|
{
|
||
|
if ( m_hVisualizers.Find(pViz) == m_hVisualizers.InvalidIndex() )
|
||
|
{
|
||
|
m_hVisualizers.AddToTail( pViz );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Is a given point contained within a respawn room?
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool PointInRespawnRoom( const CBaseEntity *pTarget, const Vector &vecOrigin, bool bTouching_SameTeamOnly /*= false*/ )
|
||
|
{
|
||
|
// Find out whether we're in a respawn room or not
|
||
|
for ( int i=0; i<IFuncRespawnRoomAutoList::AutoList().Count(); ++i )
|
||
|
{
|
||
|
CFuncRespawnRoom *pRespawnRoom = static_cast< CFuncRespawnRoom* >( IFuncRespawnRoomAutoList::AutoList()[i] );
|
||
|
|
||
|
// Are we within this respawn room?
|
||
|
if ( pRespawnRoom->GetActive() )
|
||
|
{
|
||
|
if ( pRespawnRoom->PointIsWithin( vecOrigin ) )
|
||
|
{
|
||
|
if ( !pTarget || pRespawnRoom->GetTeamNumber() == TEAM_UNASSIGNED || pRespawnRoom->InSameTeam( pTarget ) )
|
||
|
return true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( pTarget && pRespawnRoom->IsTouching( pTarget ) )
|
||
|
{
|
||
|
if ( !bTouching_SameTeamOnly || ( pRespawnRoom->GetTeamNumber() == TEAM_UNASSIGNED || pRespawnRoom->InSameTeam( pTarget ) ) )
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool PointsCrossRespawnRoomVisualizer( const Vector& vecStart, const Vector &vecEnd, int nTeamToIgnore )
|
||
|
{
|
||
|
// Setup the ray.
|
||
|
Ray_t ray;
|
||
|
ray.Init( vecStart, vecEnd );
|
||
|
|
||
|
for ( int i=0; i<IFuncRespawnRoomVisualizerAutoList::AutoList().Count(); ++i )
|
||
|
{
|
||
|
CFuncRespawnRoomVisualizer *pEntity = static_cast< CFuncRespawnRoomVisualizer* >( IFuncRespawnRoomVisualizerAutoList::AutoList()[i] );
|
||
|
|
||
|
if( pEntity->GetTeamNumber() == nTeamToIgnore && nTeamToIgnore != TEAM_UNASSIGNED )
|
||
|
continue;
|
||
|
|
||
|
trace_t trace;
|
||
|
enginetrace->ClipRayToEntity( ray, MASK_ALL, pEntity, &trace );
|
||
|
if ( trace.fraction < 1.0f )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//===========================================================================================================
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( func_respawnroomvisualizer, CFuncRespawnRoomVisualizer);
|
||
|
|
||
|
BEGIN_DATADESC( CFuncRespawnRoomVisualizer )
|
||
|
DEFINE_KEYFIELD( m_iszRespawnRoomName, FIELD_STRING, "respawnroomname" ),
|
||
|
DEFINE_KEYFIELD( m_bSolid, FIELD_BOOLEAN, "solid_to_enemies" ),
|
||
|
// inputs
|
||
|
DEFINE_INPUTFUNC( FIELD_VOID, "RoundActivate", InputRoundActivate ),
|
||
|
DEFINE_INPUTFUNC( FIELD_BOOLEAN, "SetSolid", InputSetSolid ),
|
||
|
END_DATADESC()
|
||
|
|
||
|
IMPLEMENT_SERVERCLASS_ST( CFuncRespawnRoomVisualizer, DT_FuncRespawnRoomVisualizer )
|
||
|
END_SEND_TABLE()
|
||
|
|
||
|
CFuncRespawnRoomVisualizer::CFuncRespawnRoomVisualizer()
|
||
|
{
|
||
|
m_bSolid = true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFuncRespawnRoomVisualizer::Spawn( void )
|
||
|
{
|
||
|
BaseClass::Spawn();
|
||
|
|
||
|
SetActive( true );
|
||
|
|
||
|
SetCollisionGroup( TFCOLLISION_GROUP_RESPAWNROOMS );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFuncRespawnRoomVisualizer::InputRoundActivate( inputdata_t &inputdata )
|
||
|
{
|
||
|
if ( m_iszRespawnRoomName != NULL_STRING )
|
||
|
{
|
||
|
m_hRespawnRoom = dynamic_cast<CFuncRespawnRoom*>(gEntList.FindEntityByName( NULL, m_iszRespawnRoomName ));
|
||
|
if ( m_hRespawnRoom )
|
||
|
{
|
||
|
m_hRespawnRoom->AddVisualizer( this );
|
||
|
ChangeTeam( m_hRespawnRoom->GetTeamNumber() );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Warning("%s(%s) was unable to find func_respawnroomvisualizer named '%s'\n", GetClassname(), GetDebugName(), STRING(m_iszRespawnRoomName) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SetActive( m_bSolid );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Draw any debug text overlays
|
||
|
// Input :
|
||
|
// Output : Current text offset from the top
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CFuncRespawnRoomVisualizer::DrawDebugTextOverlays( void )
|
||
|
{
|
||
|
int text_offset = BaseClass::DrawDebugTextOverlays();
|
||
|
|
||
|
if (m_debugOverlays & OVERLAY_TEXT_BIT)
|
||
|
{
|
||
|
char tempstr[512];
|
||
|
Q_snprintf(tempstr,sizeof(tempstr),"TeamNumber: %d", GetTeamNumber() );
|
||
|
EntityText(text_offset,tempstr,0);
|
||
|
text_offset++;
|
||
|
|
||
|
color32 teamcolor = g_aTeamColors[ GetTeamNumber() ];
|
||
|
teamcolor.a = 0;
|
||
|
|
||
|
if ( m_hRespawnRoom )
|
||
|
{
|
||
|
NDebugOverlay::Line( GetAbsOrigin(), m_hRespawnRoom->WorldSpaceCenter(), teamcolor.r, teamcolor.g, teamcolor.b, false, 0.1 );
|
||
|
}
|
||
|
}
|
||
|
return text_offset;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFuncRespawnRoomVisualizer::InputSetSolid( inputdata_t &inputdata )
|
||
|
{
|
||
|
m_bSolid = inputdata.value.Bool();
|
||
|
|
||
|
SetActive( m_bSolid );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CFuncRespawnRoomVisualizer::UpdateTransmitState()
|
||
|
{
|
||
|
//return SetTransmitState( FL_EDICT_FULLCHECK );
|
||
|
|
||
|
return SetTransmitState( FL_EDICT_ALWAYS );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Only transmit this entity to clients that aren't in our team
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CFuncRespawnRoomVisualizer::ShouldTransmit( const CCheckTransmitInfo *pInfo )
|
||
|
{
|
||
|
if ( !m_hRespawnRoom || m_hRespawnRoom->GetActive() )
|
||
|
{
|
||
|
// Respawn rooms are open in win state
|
||
|
if ( TFGameRules()->State_Get() != GR_STATE_TEAM_WIN && GetTeamNumber() != TEAM_UNASSIGNED )
|
||
|
{
|
||
|
// Only transmit to enemy players
|
||
|
CBaseEntity *pRecipientEntity = CBaseEntity::Instance( pInfo->m_pClientEnt );
|
||
|
if ( pRecipientEntity->GetTeamNumber() > LAST_SHARED_TEAM && !InSameTeam(pRecipientEntity) )
|
||
|
return FL_EDICT_ALWAYS;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return FL_EDICT_DONTSEND;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CFuncRespawnRoomVisualizer::ShouldCollide( int collisionGroup, int contentsMask ) const
|
||
|
{
|
||
|
// Respawn rooms are open in win state
|
||
|
if ( TFGameRules()->State_Get() == GR_STATE_TEAM_WIN )
|
||
|
return false;
|
||
|
|
||
|
if ( GetTeamNumber() == TEAM_UNASSIGNED )
|
||
|
return false;
|
||
|
|
||
|
if ( collisionGroup == COLLISION_GROUP_PLAYER_MOVEMENT )
|
||
|
{
|
||
|
switch( GetTeamNumber() )
|
||
|
{
|
||
|
case TF_TEAM_BLUE:
|
||
|
if ( !(contentsMask & CONTENTS_BLUETEAM) )
|
||
|
return false;
|
||
|
break;
|
||
|
|
||
|
case TF_TEAM_RED:
|
||
|
if ( !(contentsMask & CONTENTS_REDTEAM) )
|
||
|
return false;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFuncRespawnRoomVisualizer::SetActive( bool bActive )
|
||
|
{
|
||
|
if ( bActive )
|
||
|
{
|
||
|
// We're a trigger, but we want to be solid. Our ShouldCollide() will make
|
||
|
// us non-solid to members of the team that spawns here.
|
||
|
RemoveSolidFlags( FSOLID_TRIGGER );
|
||
|
RemoveSolidFlags( FSOLID_NOT_SOLID );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
AddSolidFlags( FSOLID_NOT_SOLID );
|
||
|
AddSolidFlags( FSOLID_TRIGGER );
|
||
|
}
|
||
|
}
|