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:
//
//=============================================================================//
#include "cbase.h"
#include "decals.h"
#include "env_player_surface_trigger.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
LINK_ENTITY_TO_CLASS( env_player_surface_trigger, CEnvPlayerSurfaceTrigger );
BEGIN_DATADESC( CEnvPlayerSurfaceTrigger )
DEFINE_KEYFIELD( m_iTargetGameMaterial, FIELD_INTEGER, "gamematerial" ),
DEFINE_FIELD( m_iCurrentGameMaterial, FIELD_INTEGER ),
DEFINE_FIELD( m_bDisabled, FIELD_BOOLEAN ),
DEFINE_THINKFUNC( UpdateMaterialThink ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
// Outputs
DEFINE_OUTPUT(m_OnSurfaceChangedToTarget, "OnSurfaceChangedToTarget"),
DEFINE_OUTPUT(m_OnSurfaceChangedFromTarget, "OnSurfaceChangedFromTarget"),
END_DATADESC()
// Global list of surface triggers
CUtlVector< CHandle<CEnvPlayerSurfaceTrigger> > g_PlayerSurfaceTriggers;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CEnvPlayerSurfaceTrigger::~CEnvPlayerSurfaceTrigger( void )
{
g_PlayerSurfaceTriggers.FindAndRemove( this );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEnvPlayerSurfaceTrigger::Spawn( void )
{
SetSolid( SOLID_NONE );
SetMoveType( MOVETYPE_NONE );
m_iCurrentGameMaterial = 0;
m_bDisabled = false;
g_PlayerSurfaceTriggers.AddToTail( this );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEnvPlayerSurfaceTrigger::OnRestore( void )
{
BaseClass::OnRestore();
g_PlayerSurfaceTriggers.AddToTail( this );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEnvPlayerSurfaceTrigger::SetPlayerSurface( CBasePlayer *pPlayer, char gameMaterial )
{
// Ignore players in the air (stops bunny hoppers escaping triggers)
if ( gameMaterial == 0 )
return;
// Loop through the surface triggers and tell them all about the change
int iCount = g_PlayerSurfaceTriggers.Count();
for ( int i = 0; i < iCount; i++ )
{
g_PlayerSurfaceTriggers[i]->PlayerSurfaceChanged( pPlayer, gameMaterial );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEnvPlayerSurfaceTrigger::PlayerSurfaceChanged( CBasePlayer *pPlayer, char gameMaterial )
{
if ( m_bDisabled )
return;
// Fire the output if we've changed, but only if it involves the target material
if ( gameMaterial != (char)m_iCurrentGameMaterial &&
( gameMaterial == m_iTargetGameMaterial || m_iCurrentGameMaterial == m_iTargetGameMaterial ) )
{
DevMsg( 2, "Player changed material to %d (was %d)\n", gameMaterial, m_iCurrentGameMaterial );
m_iCurrentGameMaterial = (int)gameMaterial;
SetThink( &CEnvPlayerSurfaceTrigger::UpdateMaterialThink );
SetNextThink( gpGlobals->curtime );
}
}
//-----------------------------------------------------------------------------
// Purpose: Think function to fire outputs. Done this way so that sv_alternate ticks
// doesn't allow multiple surface changes in the same tick to fire outputs.
//-----------------------------------------------------------------------------
void CEnvPlayerSurfaceTrigger::UpdateMaterialThink( void )
{
if ( m_iCurrentGameMaterial == m_iTargetGameMaterial )
{
m_OnSurfaceChangedToTarget.FireOutput( NULL, this );
}
else
{
m_OnSurfaceChangedFromTarget.FireOutput( NULL, this );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEnvPlayerSurfaceTrigger::InputDisable( inputdata_t &inputdata )
{
m_bDisabled = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEnvPlayerSurfaceTrigger::InputEnable( inputdata_t &inputdata )
{
m_bDisabled = false;
}