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: A volume in which no portal can be placed. Keeps a global list loaded in from the map
// and provides an interface with which prop_portal can get this list and avoid successfully
// creating portals wholly or partially inside the volume.
//
// $NoKeywords: $
//======================================================================================//
#include "cbase.h"
#include "func_portal_detector.h"
#include "prop_portal_shared.h"
#include "portal_shareddefs.h"
#include "portal_util_shared.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Spawnflags
#define SF_START_INACTIVE 0x01
LINK_ENTITY_TO_CLASS( func_portal_detector, CFuncPortalDetector );
BEGIN_DATADESC( CFuncPortalDetector )
DEFINE_FIELD( m_bActive, FIELD_BOOLEAN ),
DEFINE_KEYFIELD( m_iLinkageGroupID, FIELD_INTEGER, "LinkageGroupID" ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
DEFINE_OUTPUT( m_OnStartTouchPortal1, "OnStartTouchPortal1" ),
DEFINE_OUTPUT( m_OnStartTouchPortal2, "OnStartTouchPortal2" ),
DEFINE_OUTPUT( m_OnStartTouchLinkedPortal, "OnStartTouchLinkedPortal" ),
DEFINE_OUTPUT( m_OnStartTouchBothLinkedPortals, "OnStartTouchBothLinkedPortals" ),
DEFINE_FUNCTION( IsActive ),
END_DATADESC()
void CFuncPortalDetector::Spawn()
{
BaseClass::Spawn();
if ( m_spawnflags & SF_START_INACTIVE )
{
m_bActive = false;
}
else
{
m_bActive = true;
}
// Bind to our model, cause we need the extents for bounds checking
SetModel( STRING( GetModelName() ) );
SetRenderMode( kRenderNone ); // Don't draw
SetSolid( SOLID_VPHYSICS ); // we may want slanted walls, so we'll use OBB
AddSolidFlags( FSOLID_NOT_SOLID );
}
void CFuncPortalDetector::OnActivate( void )
{
Vector vMin, vMax;
CollisionProp()->WorldSpaceAABB( &vMin, &vMax );
Vector vBoxCenter = ( vMin + vMax ) * 0.5f;
Vector vBoxExtents = ( vMax - vMin ) * 0.5f;
bool bTouchedPortal1 = false;
bool bTouchedPortal2 = false;
int iPortalCount = CProp_Portal_Shared::AllPortals.Count();
if( iPortalCount != 0 )
{
CProp_Portal **pPortals = CProp_Portal_Shared::AllPortals.Base();
for( int i = 0; i != iPortalCount; ++i )
{
CProp_Portal *pTempPortal = pPortals[i];
//require that it's active and/or linked?
if( pTempPortal->GetLinkageGroup() == m_iLinkageGroupID && UTIL_IsBoxIntersectingPortal( vBoxCenter, vBoxExtents, pTempPortal ) )
{
if( pTempPortal->IsPortal2() )
{
m_OnStartTouchPortal2.FireOutput( pTempPortal, this );
if ( pTempPortal->IsActivedAndLinked() )
{
bTouchedPortal2 = true;
m_OnStartTouchLinkedPortal.FireOutput( pTempPortal, this );
}
}
else
{
m_OnStartTouchPortal1.FireOutput( pTempPortal, this );
if ( pTempPortal->IsActivedAndLinked() )
{
bTouchedPortal1 = true;
m_OnStartTouchLinkedPortal.FireOutput( pTempPortal, this );
}
}
}
}
}
if ( bTouchedPortal1 && bTouchedPortal2 )
{
m_OnStartTouchBothLinkedPortals.FireOutput( this, this );
}
}
void CFuncPortalDetector::InputDisable( inputdata_t &inputdata )
{
m_bActive = false;
}
void CFuncPortalDetector::InputEnable( inputdata_t &inputdata )
{
m_bActive = true;
OnActivate();
}
void CFuncPortalDetector::InputToggle( inputdata_t &inputdata )
{
m_bActive = !m_bActive;
if ( m_bActive )
{
OnActivate();
}
}