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.
572 lines
16 KiB
572 lines
16 KiB
![]()
4 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
#include "cbase.h"
|
||
|
#include "tf_obj.h"
|
||
|
#include "tf_obj_mapdefined.h"
|
||
|
#include "engine/IEngineSound.h"
|
||
|
#include "entityoutput.h"
|
||
|
#include "tf_shareddefs.h"
|
||
|
#include "triggers.h"
|
||
|
#include "shake.h"
|
||
|
#include "tf_player.h"
|
||
|
#include "tf_gamerules.h"
|
||
|
|
||
|
#define TUNNEL_THINK_INTERVAL 0.1f
|
||
|
#define TUNNEL_FADE_TIME 1.0f
|
||
|
#define MAX_TUNNEL_DURATION 30.0f
|
||
|
// If tunneling takes longer than this, use a countdown
|
||
|
#define TUNNEL_DURATION_MESSAGE_NEEDED 3.0f
|
||
|
|
||
|
// It takes this long to tunnel
|
||
|
static ConVar tf_tunnel_time( "tf_tunnel_time", "2", 0, "Takes this long to traverse a tunnel." );
|
||
|
|
||
|
class CObjectTunnel : public CObjectMapDefined
|
||
|
{
|
||
|
DECLARE_CLASS( CObjectTunnel, CObjectMapDefined );
|
||
|
public:
|
||
|
|
||
|
DECLARE_SERVERCLASS();
|
||
|
|
||
|
virtual void Spawn( void );
|
||
|
virtual void Killed( void );
|
||
|
|
||
|
int UpdateTransmitState();
|
||
|
|
||
|
private:
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_SERVERCLASS_ST(CObjectTunnel, DT_ObjectTunnel)
|
||
|
END_SEND_TABLE();
|
||
|
|
||
|
int CObjectTunnel::UpdateTransmitState()
|
||
|
{
|
||
|
return SetTransmitState( FL_EDICT_ALWAYS );
|
||
|
}
|
||
|
|
||
|
void CObjectTunnel::Spawn( void )
|
||
|
{
|
||
|
BaseClass::Spawn();
|
||
|
|
||
|
AddFlag( FL_NOTARGET );
|
||
|
SetType( OBJ_TUNNEL );
|
||
|
}
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS(obj_tunnel,CObjectTunnel);
|
||
|
LINK_ENTITY_TO_CLASS(obj_tunnel_prop,CObjectTunnel);
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Object has been blown up. Tunnels are never fully destroyed, so they stay on the minimap.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CObjectTunnel::Killed( void )
|
||
|
{
|
||
|
m_bDying = true;
|
||
|
|
||
|
RemoveAllSappers( this );
|
||
|
|
||
|
// Do an explosion.
|
||
|
CPASFilter filter( GetAbsOrigin() );
|
||
|
te->Explosion(
|
||
|
filter,
|
||
|
0.0,
|
||
|
&GetAbsOrigin(),
|
||
|
g_sModelIndexFireball,
|
||
|
5.4, // radius
|
||
|
15,
|
||
|
TE_EXPLFLAG_NODLIGHTS,
|
||
|
256,
|
||
|
200);
|
||
|
|
||
|
// Become non-solid and invisible
|
||
|
VPhysicsDestroyObject();
|
||
|
AddSolidFlags( FSOLID_NOT_SOLID );
|
||
|
m_takedamage = DAMAGE_NO;
|
||
|
AddEffects( EF_NODRAW );
|
||
|
}
|
||
|
|
||
|
class CInfoTunnelExit : public CPointEntity
|
||
|
{
|
||
|
public:
|
||
|
DECLARE_CLASS( CInfoTunnelExit, CPointEntity );
|
||
|
private:
|
||
|
};
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS(info_tunnel_exit,CInfoTunnelExit);
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class CObjectTunnelTrigger : public CBaseTrigger
|
||
|
{
|
||
|
DECLARE_CLASS( CObjectTunnelTrigger, CBaseTrigger );
|
||
|
public:
|
||
|
CObjectTunnelTrigger();
|
||
|
|
||
|
DECLARE_DATADESC();
|
||
|
|
||
|
virtual void Precache();
|
||
|
virtual void Spawn();
|
||
|
virtual void Activate();
|
||
|
|
||
|
virtual void StartTouch( CBaseEntity *pOther );
|
||
|
|
||
|
void SetActive( bool active );
|
||
|
bool GetActive( void ) const;
|
||
|
|
||
|
void InputSetActive( inputdata_t &inputdata );
|
||
|
void InputSetInactive( inputdata_t &inputdata );
|
||
|
void InputToggleActive( inputdata_t &inputdata );
|
||
|
|
||
|
void InputSetTarget( inputdata_t &inputdata );
|
||
|
void InputSetTeleportDuration( inputdata_t &inputdata );
|
||
|
void InputSetTeleportVelocity( inputdata_t &inputdata );
|
||
|
|
||
|
virtual void TunnelThink();
|
||
|
private:
|
||
|
float GetTeleportDuration( void );
|
||
|
|
||
|
bool m_bActive;
|
||
|
CHandle< CInfoTunnelExit > m_hTunnelExit;
|
||
|
|
||
|
COutputEvent OnTunnelTriggerStart;
|
||
|
COutputEvent OnTunnelTriggerEnd;
|
||
|
|
||
|
struct TunnelPlayer
|
||
|
{
|
||
|
CHandle< CBaseTFPlayer > player;
|
||
|
Vector startpos;
|
||
|
float tunnelstarted;
|
||
|
float duration;
|
||
|
float teleporttime;
|
||
|
float fadeintime;
|
||
|
bool exitstarted;
|
||
|
float fadetime;
|
||
|
int iremaining;
|
||
|
int ilastremaining;
|
||
|
bool needremainigcounter;
|
||
|
};
|
||
|
|
||
|
CUtlVector< TunnelPlayer > m_Tunneling;
|
||
|
|
||
|
void StartTunneling( CBaseTFPlayer *player );
|
||
|
bool KeepTunneling( TunnelPlayer *tunnel );
|
||
|
|
||
|
|
||
|
float m_flTeleportDuration;
|
||
|
float m_flTeleportVelocity;
|
||
|
};
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CObjectTunnelTrigger::CObjectTunnelTrigger()
|
||
|
{
|
||
|
m_flTeleportDuration = -1.0f;
|
||
|
m_flTeleportVelocity = 0.0f;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *player -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CObjectTunnelTrigger::StartTunneling( CBaseTFPlayer *player )
|
||
|
{
|
||
|
if ( !player )
|
||
|
return;
|
||
|
|
||
|
// Ignore if it's already in the list
|
||
|
int c = m_Tunneling.Count();
|
||
|
for ( int i = 0 ; i < c; i++ )
|
||
|
{
|
||
|
TunnelPlayer *tp = &m_Tunneling[ i ];
|
||
|
if ( tp->player == player )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
TunnelPlayer tunnel;
|
||
|
tunnel.player = player;
|
||
|
tunnel.tunnelstarted = gpGlobals->curtime;
|
||
|
tunnel.duration = GetTeleportDuration();
|
||
|
tunnel.teleporttime = tunnel.tunnelstarted + tunnel.duration;
|
||
|
tunnel.exitstarted = false;
|
||
|
tunnel.startpos = player->GetAbsOrigin();
|
||
|
tunnel.iremaining = (int)tunnel.duration;
|
||
|
tunnel.ilastremaining = tunnel.iremaining;
|
||
|
tunnel.needremainigcounter = ( tunnel.iremaining > TUNNEL_DURATION_MESSAGE_NEEDED ) ? true : false;
|
||
|
|
||
|
// Fade user screen to black
|
||
|
color32 black = {0,0,0,255};
|
||
|
|
||
|
float duration = tunnel.duration;
|
||
|
float fadeouttime = TUNNEL_FADE_TIME;
|
||
|
float holdtime = 0.0f;
|
||
|
if ( duration < 2 * TUNNEL_FADE_TIME )
|
||
|
{
|
||
|
fadeouttime = duration * 0.5f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
fadeouttime = TUNNEL_FADE_TIME;
|
||
|
holdtime = duration - 2 * fadeouttime;
|
||
|
}
|
||
|
|
||
|
tunnel.fadetime = fadeouttime;
|
||
|
tunnel.fadeintime = tunnel.tunnelstarted + fadeouttime + holdtime;
|
||
|
|
||
|
UTIL_ScreenFade( player, black, fadeouttime, holdtime, FFADE_OUT | FFADE_STAYOUT | FFADE_PURGE );
|
||
|
|
||
|
m_Tunneling.AddToTail( tunnel );
|
||
|
|
||
|
player->SetMoveType( MOVETYPE_NONE );
|
||
|
player->EnableControl( false );
|
||
|
player->AddEffects( EF_NODRAW );
|
||
|
player->AddSolidFlags( FSOLID_NOT_SOLID );
|
||
|
|
||
|
CPASAttenuationFilter filter( player, "ObjectTunnelTrigger.TeleportSound" );
|
||
|
EmitSound( filter, player->entindex(), "ObjectTunnelTrigger.TeleportSound" );
|
||
|
|
||
|
OnTunnelTriggerStart.FireOutput( player, this );
|
||
|
}
|
||
|
|
||
|
float CObjectTunnelTrigger::GetTeleportDuration( void )
|
||
|
{
|
||
|
float duration = m_flTeleportDuration;
|
||
|
|
||
|
if ( m_flTeleportVelocity > 0.0f && m_hTunnelExit != NULL )
|
||
|
{
|
||
|
Vector delta = m_hTunnelExit->GetAbsOrigin() - GetAbsOrigin();
|
||
|
float dist = delta.Length();
|
||
|
duration = dist / m_flTeleportVelocity;
|
||
|
}
|
||
|
else if ( m_flTeleportDuration == -1.0f )
|
||
|
{
|
||
|
Msg( "obj_tunnel_trigger: must set TeleportVelocity or TeleportDuration" );
|
||
|
m_flTeleportDuration = tf_tunnel_time.GetFloat();
|
||
|
}
|
||
|
|
||
|
duration = MIN( duration, MAX_TUNNEL_DURATION );
|
||
|
return duration;
|
||
|
}
|
||
|
|
||
|
bool CObjectTunnelTrigger::KeepTunneling( TunnelPlayer *tunnel )
|
||
|
{
|
||
|
if ( !tunnel || ( tunnel->player == NULL ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
float remaining = tunnel->teleporttime - gpGlobals->curtime + 0.5f;
|
||
|
remaining = MAX( 0.0f, remaining );
|
||
|
|
||
|
tunnel->iremaining = (int)( remaining );
|
||
|
|
||
|
if ( !tunnel->exitstarted )
|
||
|
{
|
||
|
if ( gpGlobals->curtime > tunnel->fadeintime )
|
||
|
{
|
||
|
tunnel->exitstarted = true;
|
||
|
// Fade user screen to black
|
||
|
color32 black = {0,0,0,255};
|
||
|
UTIL_ScreenFade( tunnel->player, black, tunnel->fadetime, 0.0, FFADE_IN | FFADE_PURGE );
|
||
|
|
||
|
// Move to tunnel exit spot now that we're half-way through teleport
|
||
|
if ( m_hTunnelExit != NULL )
|
||
|
{
|
||
|
tunnel->player->EnableControl( true );
|
||
|
tunnel->player->RemoveEffects( EF_NODRAW );
|
||
|
|
||
|
// Change the player to non-solid before the teleport, so the physics system doesn't think he
|
||
|
// actually moved this distance:
|
||
|
int OriginalSolidFlags = tunnel->player->GetSolidFlags();
|
||
|
tunnel->player->AddSolidFlags( FSOLID_NOT_SOLID);
|
||
|
|
||
|
// Do a placement test to prevent the player from teleporting inside another player, the ground, or just to help
|
||
|
// prevent badly placed tunnels from causing stuck situations.
|
||
|
Vector vTarget = m_hTunnelExit->GetAbsOrigin();
|
||
|
Vector vOriginal = vTarget;
|
||
|
|
||
|
if ( !EntityPlacementTest( tunnel->player, vOriginal, vTarget, true ) )
|
||
|
{
|
||
|
Warning("Couldn't place entity after tunnel teleport.\n");
|
||
|
}
|
||
|
|
||
|
|
||
|
tunnel->player->Teleport( &vTarget /*m_hTunnelExit->GetAbsOrigin()*/, &m_hTunnelExit->GetAbsAngles(), NULL );
|
||
|
tunnel->player->SnapEyeAngles( m_hTunnelExit->GetAbsAngles() );
|
||
|
tunnel->player->SetAbsVelocity( vec3_origin );
|
||
|
|
||
|
// Restore the player's solid flags.
|
||
|
tunnel->player->SetSolidFlags(OriginalSolidFlags);
|
||
|
|
||
|
}
|
||
|
}
|
||
|
// Can't quite do this because the player's weapons are still visible flying across the map even if
|
||
|
// he is hidden
|
||
|
#if 0
|
||
|
else if ( gpGlobals->curtime > tunnel->tunnelstarted + tunnel->fadetime )
|
||
|
{
|
||
|
float travel_time = tunnel->duration - 2 * tunnel->fadetime;
|
||
|
if ( travel_time > 0.0f )
|
||
|
{
|
||
|
float f = ( gpGlobals->curtime - tunnel->tunnelstarted - tunnel->fadetime ) / travel_time;
|
||
|
f = clamp( f, 0.0f, 1.0f );
|
||
|
if ( m_hTunnelExit != NULL )
|
||
|
{
|
||
|
Vector delta = m_hTunnelExit->GetAbsOrigin() - tunnel->startpos;
|
||
|
Vector currentPos;
|
||
|
VectorMA( tunnel->startpos, f, delta, currentPos );
|
||
|
|
||
|
tunnel->player->Teleport( ¤tPos, NULL, NULL );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
if ( tunnel->ilastremaining != tunnel->iremaining &&
|
||
|
tunnel->needremainigcounter &&
|
||
|
tunnel->iremaining >= 1 &&
|
||
|
tunnel->player != NULL )
|
||
|
{
|
||
|
// Counter
|
||
|
ClientPrint( tunnel->player, HUD_PRINTCENTER, UTIL_VarArgs("\nExiting tunnel in %d %s\n", tunnel->iremaining, tunnel->iremaining > 1 ? "seconds" : "second" ) );
|
||
|
}
|
||
|
|
||
|
tunnel->ilastremaining = tunnel->iremaining;
|
||
|
|
||
|
// TODO: Play footstep or some other teleport sounds occasionaly to this player?
|
||
|
|
||
|
bool done = ( gpGlobals->curtime > tunnel->teleporttime ) ? true : false;
|
||
|
if ( done )
|
||
|
{
|
||
|
color32 black = {0,0,0,255};
|
||
|
UTIL_ScreenFade( tunnel->player, black, 0.0f, 0.0f, FFADE_IN | FFADE_PURGE );
|
||
|
|
||
|
tunnel->player->SetMoveType( MOVETYPE_WALK );
|
||
|
tunnel->player->EnableControl( true );
|
||
|
tunnel->player->RemoveEffects( EF_NODRAW );
|
||
|
tunnel->player->RemoveSolidFlags( FSOLID_NOT_SOLID );
|
||
|
|
||
|
// TODO: Play an exit sound??
|
||
|
OnTunnelTriggerEnd.FireOutput( tunnel->player, this );
|
||
|
}
|
||
|
|
||
|
return !done;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CObjectTunnelTrigger::TunnelThink()
|
||
|
{
|
||
|
// Make sure it's not already in the list
|
||
|
int c = m_Tunneling.Count();
|
||
|
for ( int i = c - 1; i >= 0; i-- )
|
||
|
{
|
||
|
TunnelPlayer *tp = &m_Tunneling[ i ];
|
||
|
|
||
|
if ( !KeepTunneling( tp ) )
|
||
|
{
|
||
|
m_Tunneling.Remove( i );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SetNextThink( gpGlobals->curtime + TUNNEL_THINK_INTERVAL );
|
||
|
}
|
||
|
|
||
|
void CObjectTunnelTrigger::Precache()
|
||
|
{
|
||
|
BaseClass::Precache();
|
||
|
|
||
|
PrecacheScriptSound( "ObjectTunnelTrigger.TeleportSound" );
|
||
|
PrecacheScriptSound( "ObjectTunnelTrigger.DisabledSound" );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CObjectTunnelTrigger::Spawn()
|
||
|
{
|
||
|
Precache();
|
||
|
|
||
|
SetSolid( SOLID_BSP );
|
||
|
AddSolidFlags( FSOLID_TRIGGER );
|
||
|
SetMoveType( MOVETYPE_NONE );
|
||
|
AddEffects( EF_NODRAW );
|
||
|
SetModel( STRING( GetModelName() ) );
|
||
|
AddFlag( FL_NOTARGET );
|
||
|
|
||
|
m_bActive = false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: See if we've got a gather point specified
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CObjectTunnelTrigger::Activate( void )
|
||
|
{
|
||
|
BaseClass::Activate();
|
||
|
|
||
|
if (m_target != NULL_STRING)
|
||
|
{
|
||
|
CBaseEntity *pEnt = gEntList.FindEntityByName( NULL, m_target );
|
||
|
if ( pEnt && FClassnameIs( pEnt, "info_tunnel_exit" ) )
|
||
|
{
|
||
|
m_hTunnelExit = static_cast< CInfoTunnelExit * >( pEnt );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Msg( "CObjectTunnelTrigger::Activate, unable to connect tunnel to target %s\n",
|
||
|
STRING( m_target ) );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Msg( "CObjectTunnelTrigger::Activate, missing target\n" );
|
||
|
}
|
||
|
|
||
|
SetActive( true );
|
||
|
|
||
|
SetThink( TunnelThink );
|
||
|
SetNextThink( gpGlobals->curtime + TUNNEL_THINK_INTERVAL );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : active -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CObjectTunnelTrigger::SetActive( bool active )
|
||
|
{
|
||
|
m_bActive = active;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : Returns true on success, false on failure.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CObjectTunnelTrigger::GetActive( void ) const
|
||
|
{
|
||
|
return m_bActive;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CObjectTunnelTrigger::InputSetActive( inputdata_t &inputdata )
|
||
|
{
|
||
|
SetActive( true );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CObjectTunnelTrigger::InputSetInactive( inputdata_t &inputdata )
|
||
|
{
|
||
|
SetActive( false );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CObjectTunnelTrigger::InputToggleActive( inputdata_t &inputdata )
|
||
|
{
|
||
|
if ( m_bActive )
|
||
|
{
|
||
|
SetActive( false );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetActive( true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : &inputdata -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CObjectTunnelTrigger::InputSetTarget( inputdata_t &inputdata )
|
||
|
{
|
||
|
CBaseEntity *pEnt = gEntList.FindEntityByName( NULL, inputdata.value.String() );
|
||
|
if ( pEnt && FClassnameIs( pEnt, "info_tunnel_exit" ) )
|
||
|
{
|
||
|
m_hTunnelExit = static_cast< CInfoTunnelExit * >( pEnt );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Msg( "CObjectTunnelTrigger::InputSetTarget: Couldn't find info_tunnel_exit named %s\n",
|
||
|
inputdata.value.String() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : &inputdata -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CObjectTunnelTrigger::InputSetTeleportDuration( inputdata_t &inputdata )
|
||
|
{
|
||
|
m_flTeleportDuration = inputdata.value.Float();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : &inputdata -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CObjectTunnelTrigger::InputSetTeleportVelocity( inputdata_t &inputdata )
|
||
|
{
|
||
|
m_flTeleportVelocity = inputdata.value.Float();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pOther -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CObjectTunnelTrigger::StartTouch( CBaseEntity *pOther )
|
||
|
{
|
||
|
if ( !pOther || !pOther->IsPlayer() )
|
||
|
return;
|
||
|
|
||
|
// Only works for my team, of course
|
||
|
if ( !pOther->InSameTeam( this ) )
|
||
|
return;
|
||
|
|
||
|
if ( m_hTunnelExit == NULL )
|
||
|
return;
|
||
|
|
||
|
// It's been damaged to the point of being disabled
|
||
|
if ( !GetActive() )
|
||
|
{
|
||
|
// Play a deny sound
|
||
|
CPASAttenuationFilter filter( pOther, "ObjectTunnelTrigger.DisabledSound" );
|
||
|
EmitSound( filter, pOther->entindex(), "ObjectTunnelTrigger.DisabledSound" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
StartTunneling( (CBaseTFPlayer *)pOther );
|
||
|
}
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS(obj_tunnel_trigger,CObjectTunnelTrigger);
|
||
|
|
||
|
BEGIN_DATADESC( CObjectTunnelTrigger )
|
||
|
// inputs
|
||
|
DEFINE_INPUTFUNC( FIELD_VOID, "SetActive", InputSetActive ),
|
||
|
DEFINE_INPUTFUNC( FIELD_VOID, "SetInactive", InputSetInactive ),
|
||
|
DEFINE_INPUTFUNC( FIELD_VOID, "ToggleActive", InputToggleActive ),
|
||
|
|
||
|
DEFINE_INPUTFUNC( FIELD_STRING, "SetTarget", InputSetTarget ),
|
||
|
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetTeleportDuration", InputSetTeleportDuration ),
|
||
|
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetTeleportVelocity", InputSetTeleportVelocity ),
|
||
|
|
||
|
// outputs
|
||
|
DEFINE_OUTPUT( OnTunnelTriggerStart, "OnTunnelTriggerStart" ),
|
||
|
DEFINE_OUTPUT( OnTunnelTriggerEnd, "OnTunnelTriggerEnd" ),
|
||
|
|
||
|
// keyvalues
|
||
|
DEFINE_KEYFIELD_NOT_SAVED( m_flTeleportDuration, FIELD_FLOAT, "TeleportDuration" ),
|
||
|
DEFINE_KEYFIELD_NOT_SAVED( m_flTeleportVelocity, FIELD_FLOAT, "TeleportVelocity" ),
|
||
|
END_DATADESC()
|