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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
// Purpose: Teleports a named entity to a given position and restores
// it's physics state
//
// $NoKeywords: $
//=============================================================================//
# include "cbase.h"
# include "in_buttons.h"
// memdbgon must be the last include file in a .cpp file!!!
# include "tier0/memdbgon.h"
# define SF_TELEPORT_TO_SPAWN_POS 0x00000001
# define SF_TELEPORT_INTO_DUCK 0x00000002 ///< episodic only: player should be ducked after this teleport
class CPointTeleport : public CBaseEntity
{
DECLARE_CLASS ( CPointTeleport , CBaseEntity ) ;
public :
void Activate ( void ) ;
void InputTeleport ( inputdata_t & inputdata ) ;
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void InputTeleportEntity ( inputdata_t & inputdata ) ;
void InputTeleportToCurrentPos ( inputdata_t & inputdata ) ;
int ObjectCaps ( void )
{
return ( BaseClass : : ObjectCaps ( ) & ~ FCAP_ACROSS_TRANSITION ) ;
}
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private :
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void DoTeleport ( inputdata_t & inputdata , const Vector & vecOrigin , const QAngle & angRotation , bool bOverrideTarget = false ) ;
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bool EntityMayTeleport ( CBaseEntity * pTarget ) ;
Vector m_vSaveOrigin ;
QAngle m_vSaveAngles ;
DECLARE_DATADESC ( ) ;
} ;
LINK_ENTITY_TO_CLASS ( point_teleport , CPointTeleport ) ;
BEGIN_DATADESC ( CPointTeleport )
DEFINE_FIELD ( m_vSaveOrigin , FIELD_VECTOR ) ,
DEFINE_FIELD ( m_vSaveAngles , FIELD_VECTOR ) ,
DEFINE_INPUTFUNC ( FIELD_VOID , " Teleport " , InputTeleport ) ,
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DEFINE_INPUTFUNC ( FIELD_STRING , " TeleportEntity " , InputTeleportEntity ) ,
DEFINE_INPUTFUNC ( FIELD_VOID , " TeleportToCurrentPos " , InputTeleportToCurrentPos ) ,
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END_DATADESC ( )
//-----------------------------------------------------------------------------
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// Returns true if the entity may be teleported
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//-----------------------------------------------------------------------------
bool CPointTeleport : : EntityMayTeleport ( CBaseEntity * pTarget )
{
if ( pTarget - > GetMoveParent ( ) ! = NULL )
{
// Passengers in a vehicle are allowed to teleport; their behavior handles it
CBaseCombatCharacter * pBCC = pTarget - > MyCombatCharacterPointer ( ) ;
if ( pBCC = = NULL | | ( pBCC ! = NULL & & pBCC - > IsInAVehicle ( ) = = false ) )
return false ;
}
return true ;
}
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//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CPointTeleport : : Activate ( void )
{
// Start with our origin point
m_vSaveOrigin = GetAbsOrigin ( ) ;
m_vSaveAngles = GetAbsAngles ( ) ;
// Save off the spawn position of the target if instructed to do so
if ( m_spawnflags & SF_TELEPORT_TO_SPAWN_POS )
{
CBaseEntity * pTarget = gEntList . FindEntityByName ( NULL , m_target ) ;
if ( pTarget )
{
// If teleport object is in a movement hierarchy, remove it first
if ( EntityMayTeleport ( pTarget ) )
{
// Save the points
m_vSaveOrigin = pTarget - > GetAbsOrigin ( ) ;
m_vSaveAngles = pTarget - > GetAbsAngles ( ) ;
}
else
{
Warning ( " ERROR: (%s) can't teleport object (%s) as it has a parent (%s)! \n " , GetDebugName ( ) , pTarget - > GetDebugName ( ) , pTarget - > GetMoveParent ( ) - > GetDebugName ( ) ) ;
BaseClass : : Activate ( ) ;
return ;
}
}
else
{
Warning ( " ERROR: (%s) target '%s' not found. Deleting. \n " , GetDebugName ( ) , STRING ( m_target ) ) ;
UTIL_Remove ( this ) ;
return ;
}
}
BaseClass : : Activate ( ) ;
}
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//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CPointTeleport : : InputTeleport ( inputdata_t & inputdata )
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{
DoTeleport ( inputdata , m_vSaveOrigin , m_vSaveAngles ) ;
}
//------------------------------------------------------------------------------
// Purpose: Teleport the specified entity instead of the Teleporter's pre
// determined entity.
//------------------------------------------------------------------------------
void CPointTeleport : : InputTeleportEntity ( inputdata_t & inputdata )
{
DoTeleport ( inputdata , m_vSaveOrigin , m_vSaveAngles , true ) ;
}
//------------------------------------------------------------------------------
// Teleport the target to wherever the point_teleport entity is currently. The Teleport
// input teleports to the initial position of the point_teleport, so this input
// was added to avoid breaking old content.
//------------------------------------------------------------------------------
void CPointTeleport : : InputTeleportToCurrentPos ( inputdata_t & inputdata )
{
if ( m_spawnflags & SF_TELEPORT_TO_SPAWN_POS )
{
// This is a nonsensical spawnflag in combination with this input.
Warning ( " %s: TeleportToCurrentPos input received; ignoring 'Teleport Home' spawnflag. \n " , GetDebugName ( ) ) ;
}
DoTeleport ( inputdata , GetAbsOrigin ( ) , GetAbsAngles ( ) ) ;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CPointTeleport : : DoTeleport ( inputdata_t & inputdata , const Vector & vecOrigin , const QAngle & angRotation , bool bOverrideTarget )
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{
// Attempt to find the entity in question
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CBaseEntity * pTarget ;
if ( bOverrideTarget )
{
// Use the inputdata to find the entity that the designer supplied in the parameter override
pTarget = gEntList . FindEntityByName ( NULL , inputdata . value . String ( ) , this , inputdata . pActivator , inputdata . pCaller ) ;
}
else
{
// Default behavior: Just find the entity that I am hardwired in Hammer to teleport.
pTarget = gEntList . FindEntityByName ( NULL , m_target , this , inputdata . pActivator , inputdata . pCaller ) ;
}
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if ( pTarget = = NULL )
return ;
// If teleport object is in a movement hierarchy, remove it first
if ( EntityMayTeleport ( pTarget ) = = false )
{
Warning ( " ERROR: (%s) can't teleport object (%s) as it has a parent (%s)! \n " , GetDebugName ( ) , pTarget - > GetDebugName ( ) , pTarget - > GetMoveParent ( ) - > GetDebugName ( ) ) ;
return ;
}
// in episodic, we have a special spawn flag that forces Gordon into a duck
# ifdef HL2_EPISODIC
if ( ( m_spawnflags & SF_TELEPORT_INTO_DUCK ) & & pTarget - > IsPlayer ( ) )
{
CBasePlayer * pPlayer = ToBasePlayer ( pTarget ) ;
if ( pPlayer ! = NULL )
{
pPlayer - > m_nButtons | = IN_DUCK ;
pPlayer - > AddFlag ( FL_DUCKING ) ;
pPlayer - > m_Local . m_bDucked = true ;
pPlayer - > m_Local . m_bDucking = true ;
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pPlayer - > m_Local . m_nDuckTimeMsecs = 0 ;
pPlayer - > SetViewOffset ( VEC_DUCK_VIEW ) ;
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pPlayer - > SetCollisionBounds ( VEC_DUCK_HULL_MIN , VEC_DUCK_HULL_MAX ) ;
}
}
# endif
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pTarget - > Teleport ( & vecOrigin , & angRotation , NULL ) ;
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}